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How could 4E be more elegant?
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<blockquote data-quote="FireLance" data-source="post: 1969968" data-attributes="member: 3424"><p>I like caster level stacking like BAB.</p><p></p><p>My own suggestion for making 4e more elegant: have a small spell list, and allow schools to modify the effect, perhaps as follows:</p><p></p><p>Basic spell: Magic Attack (Level 1), raw magical energy deals 1d4 points of damage/level (+1d4/2 levels, max 5d4) to a single opponent. Ranged touch attack, opponent may resist with spell resistance.</p><p></p><p>As a Conjuration (acid) spell: deals acid damage, opponent is not allowed spell resistance.</p><p>As a Conjuration (earth) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance.</p><p>As a Conjuration (metal) spell: deals piercing damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance.</p><p>As a Conjuration (water) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d6, opponent is not allowed spell resistance.</p><p>As a Divination spell: gain a +5 insight bonus on ranged attack roll.</p><p>As an Enchantment spell: automatically hits, opponent may make a Will save for half damage.</p><p>As an Evocation (cold) spell: deals cold damage, base die increases to d6, automatically hits, opponent may make a Fortitude save for half damage.</p><p>As an Evocation (electricity) spell: deals electricity damage, base damage increases to d8, automatically hits, opponent may make a Reflex save to negate damage.</p><p>As an Evocation (fire) spell: deals fire damage, base damage increases to d6.</p><p>As an Evocation (force) spell: deals force damage.</p><p>As an Evocation (sound) spell: deals sonic damage, automatically hits, opponent may make a Reflex save for half damage.</p><p>As an Illusion spell: automatically hits, base damage increases to d8, opponent may make a Will save to negate damage</p><p>As a Necromancy spell: automatically hits, base damage increases to d8, opponent may make a Fortitude save to negate damage</p><p>As a Transmutation spell: base damage increases to d8, requires touch attack.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1969968, member: 3424"] I like caster level stacking like BAB. My own suggestion for making 4e more elegant: have a small spell list, and allow schools to modify the effect, perhaps as follows: Basic spell: Magic Attack (Level 1), raw magical energy deals 1d4 points of damage/level (+1d4/2 levels, max 5d4) to a single opponent. Ranged touch attack, opponent may resist with spell resistance. As a Conjuration (acid) spell: deals acid damage, opponent is not allowed spell resistance. As a Conjuration (earth) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance. As a Conjuration (metal) spell: deals piercing damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance. As a Conjuration (water) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d6, opponent is not allowed spell resistance. As a Divination spell: gain a +5 insight bonus on ranged attack roll. As an Enchantment spell: automatically hits, opponent may make a Will save for half damage. As an Evocation (cold) spell: deals cold damage, base die increases to d6, automatically hits, opponent may make a Fortitude save for half damage. As an Evocation (electricity) spell: deals electricity damage, base damage increases to d8, automatically hits, opponent may make a Reflex save to negate damage. As an Evocation (fire) spell: deals fire damage, base damage increases to d6. As an Evocation (force) spell: deals force damage. As an Evocation (sound) spell: deals sonic damage, automatically hits, opponent may make a Reflex save for half damage. As an Illusion spell: automatically hits, base damage increases to d8, opponent may make a Will save to negate damage As a Necromancy spell: automatically hits, base damage increases to d8, opponent may make a Fortitude save to negate damage As a Transmutation spell: base damage increases to d8, requires touch attack. [/QUOTE]
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