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<blockquote data-quote="Cheiromancer" data-source="post: 3093762" data-attributes="member: 141"><p>It'll certainly make the factors easier to remember; both the range and the duration factors would be -2 per step. And it matches the feat structure; both enlarge spell and extend spell are +1 level, so this modification preserves the parallelism. Although I'm not sure the parallelism should exist, since an increase in a range factor represents a four-fold increase; an increase in duration represents a 10-fold increase. Maybe the improvement in utility would be the same; presumably that's what the granularity of the game mechanics is intended to represent. I'll have to think about it. </p><p></p><p>Anyway, a CR 19 monster at SP 24. It could still be a Pit Fiend if the wizard were a specialist in conjuration (-2 mitigating factor for special expertise). But a small gap in CRs would still exist between summoner and summonee. As the wizard goes up in level the gap will tend to widen; since each +1 in CR takes +2 SP, CR rises only half as quickly as caster level. Although Improved Metamagic feats (or AMC, or whatever we use) will narrow the gap; and an epic wizard gets 2 feats every 3 levels so it will narrow quickly. But a heavy feat investment should pay off in better spells... except that IM/AMC improves all spells, and don't represent a special commitment to summoning.</p><p></p><p>I'm torn. I think I'd vote for CR 13 in the seed you give, rather than CR 15. </p><p></p><p>Also, how were you thinking of pricing minor changes to spells? If a character knows a SP 24 version of a spell, how difficult, expensive and time consuming would it be for him to research a slight upgrade (i.e. a SP 26 version to get max hit points on that pit fiend? Or a SP 24 version that will use an IM feat to get the max hit points?)</p><p></p><p>[edit] You aren't testing me, are you? Proposing overpowered material to see if I'll bite? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p>[edit2] Summon can't be mitigated down to touch, can it? Or that would be worth another couple of points for our min-maxing munchkin. I'll assume the answer is "no."</p><p></p><p>[edit3] Ok, with the new duration factors, the various proposals floating around come out the following CRs for a 20 round, short range summoning of a particular creature: </p><p></p><p>Post 218 (Sep): 14</p><p>Post 222 (Cheiro): 17</p><p>Post 225 (Sep): 17</p><p>Post 232 (Sep): 19</p><p>this post (Cheiro): 17</p><p></p><p>Unless I've miscalculated something, that is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Selecting from a group of around 12 creatures would have a CR of 3 less (to make up for the +6 SP that corresponds to major flexibility).</p><p></p><p>[edit4] Interesting thread here: <a href="https://www.enworld.org/index.php?threads/176055/" target="_blank">Problemchild Buffs: Wardings and Boosts</a>. Basically suggests that buffs should either last all day, or they should only last for an encounter. Food for thought for when we reconsider [fortify].</p><p></p><p>Hmmm. With the change of duration factors, it is now easier, with exponential factors, to make a spell last all day (rounds => minutes => tens of minutes => hours is only +6) than to quicken it (+8). Assuming we allow exponential factors to go that far. It would seem peculiar from a resource management angle: You can only cast one quickened action in a round, but you could have any number of spells going from the morning. Well, except for the scarcity of Epic spell slots, that is; maybe the commitment of that slot is worth the decreased cost. However if [fortify] were 200 minutes long, then the short term buff would get +4 to spend, and the all-day buff would have -12 (to pay for a 600% increase in duration) A day-long bull's strength would thus be 8 less than a 20 round buff. Items would almost certainly be cheaper, and they wouldn't burn up precious epic spell slots.</p><p></p><p>Definitely food for thought. I don't know what would be best.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3093762, member: 141"] It'll certainly make the factors easier to remember; both the range and the duration factors would be -2 per step. And it matches the feat structure; both enlarge spell and extend spell are +1 level, so this modification preserves the parallelism. Although I'm not sure the parallelism should exist, since an increase in a range factor represents a four-fold increase; an increase in duration represents a 10-fold increase. Maybe the improvement in utility would be the same; presumably that's what the granularity of the game mechanics is intended to represent. I'll have to think about it. Anyway, a CR 19 monster at SP 24. It could still be a Pit Fiend if the wizard were a specialist in conjuration (-2 mitigating factor for special expertise). But a small gap in CRs would still exist between summoner and summonee. As the wizard goes up in level the gap will tend to widen; since each +1 in CR takes +2 SP, CR rises only half as quickly as caster level. Although Improved Metamagic feats (or AMC, or whatever we use) will narrow the gap; and an epic wizard gets 2 feats every 3 levels so it will narrow quickly. But a heavy feat investment should pay off in better spells... except that IM/AMC improves all spells, and don't represent a special commitment to summoning. I'm torn. I think I'd vote for CR 13 in the seed you give, rather than CR 15. Also, how were you thinking of pricing minor changes to spells? If a character knows a SP 24 version of a spell, how difficult, expensive and time consuming would it be for him to research a slight upgrade (i.e. a SP 26 version to get max hit points on that pit fiend? Or a SP 24 version that will use an IM feat to get the max hit points?) [edit] You aren't testing me, are you? Proposing overpowered material to see if I'll bite? :uhoh: [edit2] Summon can't be mitigated down to touch, can it? Or that would be worth another couple of points for our min-maxing munchkin. I'll assume the answer is "no." [edit3] Ok, with the new duration factors, the various proposals floating around come out the following CRs for a 20 round, short range summoning of a particular creature: Post 218 (Sep): 14 Post 222 (Cheiro): 17 Post 225 (Sep): 17 Post 232 (Sep): 19 this post (Cheiro): 17 Unless I've miscalculated something, that is. :) Selecting from a group of around 12 creatures would have a CR of 3 less (to make up for the +6 SP that corresponds to major flexibility). [edit4] Interesting thread here: [URL="https://www.enworld.org/index.php?threads/176055/"]Problemchild Buffs: Wardings and Boosts[/URL]. Basically suggests that buffs should either last all day, or they should only last for an encounter. Food for thought for when we reconsider [fortify]. Hmmm. With the change of duration factors, it is now easier, with exponential factors, to make a spell last all day (rounds => minutes => tens of minutes => hours is only +6) than to quicken it (+8). Assuming we allow exponential factors to go that far. It would seem peculiar from a resource management angle: You can only cast one quickened action in a round, but you could have any number of spells going from the morning. Well, except for the scarcity of Epic spell slots, that is; maybe the commitment of that slot is worth the decreased cost. However if [fortify] were 200 minutes long, then the short term buff would get +4 to spend, and the all-day buff would have -12 (to pay for a 600% increase in duration) A day-long bull's strength would thus be 8 less than a 20 round buff. Items would almost certainly be cheaper, and they wouldn't burn up precious epic spell slots. Definitely food for thought. I don't know what would be best. [/QUOTE]
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