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Double casting feedback? (with concentration limits)
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<blockquote data-quote="NotAYakk" data-source="post: 8870048" data-attributes="member: 72555"><p>The power budget of a spell in combat comes from two sources. The first is the slot level, if any, expended. The second is the action expended.</p><p></p><p>For a spellcaster, the floor on the value of an action expended is a cantrip.</p><p></p><p>So, casting a 3rd level spell has a power budget of (action, at least cantrip)+(3rd level slot).</p><p></p><p>Not all spells are maximally efficient but that is their budget.</p><p></p><p>If you can cast 2 spells, your total budget for your turn is now 2 actions plus the value of both slots.</p><p></p><p>Using the DMG guidelines, the value of a slot ends up looking close to linear; if you subtract cantrip damage (of a cantrip around the level you get the spell) from a slot's damage budget, you get a pretty strait line.</p><p></p><p>So by doubling the action portion, this is a significant boost over the baseline.</p><p></p><p>You can see this with magic missile. A L1 slot produces 3 shots; each level after that adds 1 shot. The power budget is 2 shot for the action + 1 shot per slot level.</p><p></p><p>Fireball is 5d6+1d6 per slot level. It is, however, described as atypical in its power spike when you get it.</p><p></p><p>But, by duplicating the action budget, you get more yield out of spells than you would otherwise.</p><p></p><p>Now, the action budgetbof spells seems to be based on the level you get the spell, roughly. So lower level spells have a worse action budget portion.</p><p></p><p>But that ends up factoring into spellcaster overall power; the fact that low level slots age out.</p><p></p><p>We can patch that by requiring higher level slot expenditure; to cast two low level spells as a combo, you need to burn a single high level slot.</p><p></p><p>Takebdouble MM. Two LX casts in one action is the same as a 2X+2 cast.</p><p></p><p>For fireball, two level X casts does 10+2X dice, or the same as one level 5+2x cast.</p><p></p><p>While you did patch damage away, damage spells are mostly just easier to analyze; non-damage are just as good.</p><p></p><p>My point is the fair slot cost looks a lot like (add up base levels of spells)*2. Then any "at higher level" gets applied to each individually.</p><p></p><p>So want to cast a L1 and L2 combo spell? L6 slot please.</p><p></p><p>If cast at level 7 slot, you get to use 1 higher level effect from one of the spells.</p><p> </p><p>Or, in other words, what you described is crazy strong.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8870048, member: 72555"] The power budget of a spell in combat comes from two sources. The first is the slot level, if any, expended. The second is the action expended. For a spellcaster, the floor on the value of an action expended is a cantrip. So, casting a 3rd level spell has a power budget of (action, at least cantrip)+(3rd level slot). Not all spells are maximally efficient but that is their budget. If you can cast 2 spells, your total budget for your turn is now 2 actions plus the value of both slots. Using the DMG guidelines, the value of a slot ends up looking close to linear; if you subtract cantrip damage (of a cantrip around the level you get the spell) from a slot's damage budget, you get a pretty strait line. So by doubling the action portion, this is a significant boost over the baseline. You can see this with magic missile. A L1 slot produces 3 shots; each level after that adds 1 shot. The power budget is 2 shot for the action + 1 shot per slot level. Fireball is 5d6+1d6 per slot level. It is, however, described as atypical in its power spike when you get it. But, by duplicating the action budget, you get more yield out of spells than you would otherwise. Now, the action budgetbof spells seems to be based on the level you get the spell, roughly. So lower level spells have a worse action budget portion. But that ends up factoring into spellcaster overall power; the fact that low level slots age out. We can patch that by requiring higher level slot expenditure; to cast two low level spells as a combo, you need to burn a single high level slot. Takebdouble MM. Two LX casts in one action is the same as a 2X+2 cast. For fireball, two level X casts does 10+2X dice, or the same as one level 5+2x cast. While you did patch damage away, damage spells are mostly just easier to analyze; non-damage are just as good. My point is the fair slot cost looks a lot like (add up base levels of spells)*2. Then any "at higher level" gets applied to each individually. So want to cast a L1 and L2 combo spell? L6 slot please. If cast at level 7 slot, you get to use 1 higher level effect from one of the spells. Or, in other words, what you described is crazy strong. [/QUOTE]
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