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Hit points as luck
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<blockquote data-quote="jian" data-source="post: 9754696" data-attributes="member: 78087"><p>I think it’d be quite interesting to have a spell that inflicted damage based on the target’s HD or level, but I agree it’d be interesting to balance. I don’t think it’s obviously busted, as you put it.</p><p></p><p>If you had a 3rd level wizard spell called <em>lifeblast</em> that did indeed inflict d6 damage per target’s level (highest level of enemy caught in blast, capped at 10d6 if you like) then it’s very useful* for a 5th level caster when facing a 9 HD boss enemy but less so for blowing up a platoon of 1 HD mooks. It’s pretty much the same as fireball for a 10th level caster much of the time. You’d use it differently from fireball, of course, always trying to catch a high level enemy in the blast when possible and so on. Is it more useful or less balanced than fireball? Who knows. You’d want to playtest it a bit and see, same as anything else.</p><p></p><p>*Useful for the wizard, rather less so for the fighter in melee with the boss who’s just found out how friendly fire isn’t.</p><p></p><p>(This reminds me of how dragon breath used to work, which was interesting - it inflicted as much damage as the dragon’s remaining HP rather than 7d10 or whatever. So it was very much in the party’s interests to get first stab on the dragon; if the dragon acted first then it’s possible you were all taking 45 fire damage to the face (back in the days when that was a lot of effing damage), which could TPK pretty quick if your DM was being cruel about it. Dragonlances worked the same way (I think it was the total of the rider and the dragon’s remaining HP if you were on a dragon at the time?) which was a nice mirroring.)</p><p></p><p>If healing was based on the recipient’s level then it would simply be used or valued differently - it would simply be more efficient to heal a higher level ally. If it’s capped as you describe it doesn’t make much difference at all. I’d be fine with it either way.</p></blockquote><p></p>
[QUOTE="jian, post: 9754696, member: 78087"] I think it’d be quite interesting to have a spell that inflicted damage based on the target’s HD or level, but I agree it’d be interesting to balance. I don’t think it’s obviously busted, as you put it. If you had a 3rd level wizard spell called [I]lifeblast[/I] that did indeed inflict d6 damage per target’s level (highest level of enemy caught in blast, capped at 10d6 if you like) then it’s very useful* for a 5th level caster when facing a 9 HD boss enemy but less so for blowing up a platoon of 1 HD mooks. It’s pretty much the same as fireball for a 10th level caster much of the time. You’d use it differently from fireball, of course, always trying to catch a high level enemy in the blast when possible and so on. Is it more useful or less balanced than fireball? Who knows. You’d want to playtest it a bit and see, same as anything else. *Useful for the wizard, rather less so for the fighter in melee with the boss who’s just found out how friendly fire isn’t. (This reminds me of how dragon breath used to work, which was interesting - it inflicted as much damage as the dragon’s remaining HP rather than 7d10 or whatever. So it was very much in the party’s interests to get first stab on the dragon; if the dragon acted first then it’s possible you were all taking 45 fire damage to the face (back in the days when that was a lot of effing damage), which could TPK pretty quick if your DM was being cruel about it. Dragonlances worked the same way (I think it was the total of the rider and the dragon’s remaining HP if you were on a dragon at the time?) which was a nice mirroring.) If healing was based on the recipient’s level then it would simply be used or valued differently - it would simply be more efficient to heal a higher level ally. If it’s capped as you describe it doesn’t make much difference at all. I’d be fine with it either way. [/QUOTE]
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