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House Rule to Make Upcasting More Attractive
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<blockquote data-quote="clearstream" data-source="post: 8179834" data-attributes="member: 71699"><p>One example of when it makes sense out of combat is when a character has only a higher level slot left, and is about to rest. In combat, I see my players do as you say, and thinking about that I feel like we need to count the intrinsic efficiency. What I mean is, how do we arrive at the fair value of an upcast? Say it is 1d8+mod for an L1 slot. What is the fair value for an L2 slot?</p><p></p><p>The parts of the value are <strong>a</strong>) the numerical gain in effect, <strong>b)</strong> the discount on the action cost (one fewer actions used), and <strong>c)</strong> the volatility or risk of a better or worse outcome. If two actions are worth 1d8+mod + 1d8+mod then fairly an upcast must be worth less than that.</p><ul> <li data-xf-list-type="ul">2d8+mod+mod at the played levels is probably about 10-24 at a cost of two actions.</li> <li data-xf-list-type="ul">Under your rule, we get 13-20 at the cost of one action.</li> <li data-xf-list-type="ul">There is not much between these, other than the cost of the extra action.</li> </ul><p>Under my argument, the volatility - risk of a worse result - must pay for the gain of the action + the loss of counting your mod twice. I think you are observing that it feels like it does not: that the bottom of the range is not where it should be to feel fair. I would count the action as worth quite a bit more than your characters would end up paying for it.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8179834, member: 71699"] One example of when it makes sense out of combat is when a character has only a higher level slot left, and is about to rest. In combat, I see my players do as you say, and thinking about that I feel like we need to count the intrinsic efficiency. What I mean is, how do we arrive at the fair value of an upcast? Say it is 1d8+mod for an L1 slot. What is the fair value for an L2 slot? The parts of the value are [B]a[/B]) the numerical gain in effect, [B]b)[/B] the discount on the action cost (one fewer actions used), and [B]c)[/B] the volatility or risk of a better or worse outcome. If two actions are worth 1d8+mod + 1d8+mod then fairly an upcast must be worth less than that. [LIST] [*]2d8+mod+mod at the played levels is probably about 10-24 at a cost of two actions. [*]Under your rule, we get 13-20 at the cost of one action. [*]There is not much between these, other than the cost of the extra action. [/LIST] Under my argument, the volatility - risk of a worse result - must pay for the gain of the action + the loss of counting your mod twice. I think you are observing that it feels like it does not: that the bottom of the range is not where it should be to feel fair. I would count the action as worth quite a bit more than your characters would end up paying for it. [/QUOTE]
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House Rule to Make Upcasting More Attractive
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