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<blockquote data-quote="DEFCON 1" data-source="post: 5995798" data-attributes="member: 7006"><p>Personally... I'd rather they just do what they first offered as an idea way back at the beginning of talking about D&DN... the level slot (times 2) you use to cast a spell tells you how powerful that spell is compared to the hit dice of the monster receiving it. Monsters with HD way above or way below the level slot x2 are either immune or automatically suffer effects... those within a few levels above or below require saving throws (possibly also using Adv/Disad)</p><p></p><p>So for instance...</p><p></p><p>The basic range of a standard saving throw for a particular spell slot (times 2) is between 2 hit dice below and above. For example... a spell cast from a 5th level spell slot has a basic effective range of 8 to 12 HD. This is because a 5th level slot times 2 equals 10, +/- 2 HD equals 8 to 12. Any monsters between 8 and 12 HD make standard saves to counter or reduce effect.</p><p></p><p>Monsters outside these ranges for a certain amount of HD might receive Advantage or Disadvantage on their save. Perhaps another +/- 2 HD? So for that 5th level spell slot... monsters with 6 or 7 HD roll their save with Disadvantage, those with 13 or 14 HD roll with Advantage. And those monsters with 5 or less HD suffer automatically, and those with 14 HD or more are immune.</p><p></p><p>These numbers then shift up or down based on the slot you cast them. So a spell like Bane cast with a Level 1 spell slot (regardless of the actual level of the cleric) would require a standard save for monsters between 1 and 4 HD (level 1 x 2 = 2, +/- 2 HD)... a monster with 5 or 6 HD roll a save with Advantage... and those with 7 or more HD are immune. Or when a high level cleric decides to cast Bane using an 8th level spell slot, the numbers become a standard save at 14 to 18 HD (level 8 x 2 = 16); save with Disadvantage at 12 & 13 HD; Advantage at 17 & 18 HD; auto-failed save at 11 HD or less; immune to effect at 19 HD or more.</p><p></p><p>Granted... this might be more confusing that it is worth when you incorporate Advantage and Disadvantage into it... at which point you could just say that a spell cast in a certain level spell slot x 2 will affect monsters +/- 5 HD with a standard save... -6 HD are automatically affected, +6 HD are immune. But at least you still can get use out of so-called "low level spells" even at higher levels, just so long as you prep them in higher slots.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5995798, member: 7006"] Personally... I'd rather they just do what they first offered as an idea way back at the beginning of talking about D&DN... the level slot (times 2) you use to cast a spell tells you how powerful that spell is compared to the hit dice of the monster receiving it. Monsters with HD way above or way below the level slot x2 are either immune or automatically suffer effects... those within a few levels above or below require saving throws (possibly also using Adv/Disad) So for instance... The basic range of a standard saving throw for a particular spell slot (times 2) is between 2 hit dice below and above. For example... a spell cast from a 5th level spell slot has a basic effective range of 8 to 12 HD. This is because a 5th level slot times 2 equals 10, +/- 2 HD equals 8 to 12. Any monsters between 8 and 12 HD make standard saves to counter or reduce effect. Monsters outside these ranges for a certain amount of HD might receive Advantage or Disadvantage on their save. Perhaps another +/- 2 HD? So for that 5th level spell slot... monsters with 6 or 7 HD roll their save with Disadvantage, those with 13 or 14 HD roll with Advantage. And those monsters with 5 or less HD suffer automatically, and those with 14 HD or more are immune. These numbers then shift up or down based on the slot you cast them. So a spell like Bane cast with a Level 1 spell slot (regardless of the actual level of the cleric) would require a standard save for monsters between 1 and 4 HD (level 1 x 2 = 2, +/- 2 HD)... a monster with 5 or 6 HD roll a save with Advantage... and those with 7 or more HD are immune. Or when a high level cleric decides to cast Bane using an 8th level spell slot, the numbers become a standard save at 14 to 18 HD (level 8 x 2 = 16); save with Disadvantage at 12 & 13 HD; Advantage at 17 & 18 HD; auto-failed save at 11 HD or less; immune to effect at 19 HD or more. Granted... this might be more confusing that it is worth when you incorporate Advantage and Disadvantage into it... at which point you could just say that a spell cast in a certain level spell slot x 2 will affect monsters +/- 5 HD with a standard save... -6 HD are automatically affected, +6 HD are immune. But at least you still can get use out of so-called "low level spells" even at higher levels, just so long as you prep them in higher slots. [/QUOTE]
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