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[Homebrew] Greater Produce Flame
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<blockquote data-quote="Quickleaf" data-source="post: 7157111" data-attributes="member: 20323"><p>One thing about 5e is that there are patterns underlying a lot of its design, and spells are no exception. </p><p></p><p>While we do see 1st-level spells with bonus action Casting Time, we hardly see any 1st-level spells with "as a bonus action" clauses in the spell (exception I can think of are <em>entangle</em> and <em>hex</em>). Of those few 1st-level "as a bonus action" spells, *none* deal damage. At a minimum, the PHB seems to put off dealing damage as a bonus action till 2nd-level spells with <em>heat metal</em> and <em>spiritual weapon</em> (or, as is the case with majority of spells of this kind, till 3rd or 5th).</p><p></p><p>I'm not sure about balance reasons for setting it up this way, but I can think of a gameplay reason: Simplicity. Not wanting to overload new players with too much too soon.</p><p></p><p>Maybe the balance thinking has to do with when Multiattack / Extra Attack appear in the game? I'd have to look at that deeper to come to any conclusions. But for now my <strong>designer "red bell"</strong> is chiming that this might not be balanced & you need to look closer at how it fits into the trends of 5e's design.</p><p></p><p>Other things that are setting off my "red bell" are:</p><ul> <li data-xf-list-type="ul">24 hour duration, no concentration – for comparison, a 2nd-level spell like <em>heat metal</em> or <em>spiritual weapon</em> lasts for up to one minute.</li> <li data-xf-list-type="ul">References <em>produce flame</em>. Not self-contained. No other spell does this.</li> <li data-xf-list-type="ul">A "condition" (move it into your hand/implement) that's not really a limit. How often in a 5e game is your hand or implement moved more than 30 feet from you? (if your answer is "more often than you think", I give you my golf clap sir <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7157111, member: 20323"] One thing about 5e is that there are patterns underlying a lot of its design, and spells are no exception. While we do see 1st-level spells with bonus action Casting Time, we hardly see any 1st-level spells with "as a bonus action" clauses in the spell (exception I can think of are [I]entangle[/I] and [I]hex[/I]). Of those few 1st-level "as a bonus action" spells, *none* deal damage. At a minimum, the PHB seems to put off dealing damage as a bonus action till 2nd-level spells with [I]heat metal[/I] and [I]spiritual weapon[/I] (or, as is the case with majority of spells of this kind, till 3rd or 5th). I'm not sure about balance reasons for setting it up this way, but I can think of a gameplay reason: Simplicity. Not wanting to overload new players with too much too soon. Maybe the balance thinking has to do with when Multiattack / Extra Attack appear in the game? I'd have to look at that deeper to come to any conclusions. But for now my [B]designer "red bell"[/B] is chiming that this might not be balanced & you need to look closer at how it fits into the trends of 5e's design. Other things that are setting off my "red bell" are: [list][*]24 hour duration, no concentration – for comparison, a 2nd-level spell like [I]heat metal[/I] or [I]spiritual weapon[/I] lasts for up to one minute. [*]References [I]produce flame[/I]. Not self-contained. No other spell does this. [*]A "condition" (move it into your hand/implement) that's not really a limit. How often in a 5e game is your hand or implement moved more than 30 feet from you? (if your answer is "more often than you think", I give you my golf clap sir ;))[/list] [/QUOTE]
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