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General Tabletop Discussion
*Dungeons & Dragons
Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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<blockquote data-quote="Dausuul" data-source="post: 6169521" data-attributes="member: 58197"><p>Well, let's see here. The fighter is at least 17th level (that's when you get two Action Surges), so we'll assume a mage of the same level. Such a mage has one spell at each level between 6 and 9, plus two spells at level 5, three each of 4, 3, and 2, and four at level 1. As a specialized blaster, the mage will of course follow the School of Evocation. And since I gave the fighter a very rare magic weapon, I'll give the mage a very rare <em>ring of wizardry,</em> adding one spell slot per level from levels 1 to 4.</p><p></p><p>Assume the mage is rationing spells to fight four major combats per day, and using <em>fireball</em> heightened as appropriate. Then a pretty typical combat, versus four targets saving 25% of the time, would be something like this:</p><p></p><p>Round 1: 8th-level <em>fireball</em> (11d6+5): 152.25 damage.</p><p>Round 2: 4th-level <em>fireball</em> (7d6+5): 103.25 damage.</p><p>Round 3: 3rd-level <em>fireball</em> (6d6+5): 91 damage.</p><p>Round 4: 3rd-level <em>fireball</em> (6d6+5): 91 damage.</p><p>Round 5: What? We're still fighting?</p><p></p><p></p><p> </p><p>Yes.</p><p> </p><p></p><p> </p><p>This is where my limited experience at high levels prevents me from giving a definitive answer, but I can say it's quite conservative at the mid-levels (6-7). I have often fried much larger groups than that. And evokers at level 16+ can ignore resistance.</p><p></p><p></p><p></p><p>It depends very much on what you're trying to save against, what your ability scores are, and what class abilities you've got. For that matter, the same applies to the monsters.</p><p></p><p>A 17th-level mage, assuming maxed-out Intelligence (a safe assumption by that level), is going to have a save DC of 18. So, a foe with Dexterity 14 and no other applicable abilities will have a 25% chance to save against that mage's blasting spells. That goes for PCs too. On the other hand, many PCs have special abilities that improve their saves. For instance, a 13th-level fighter gets to roll all saving throws twice and take the best result.</p><p></p><p></p><p></p><p>It hits up to six creatures. Those that fail a Will save must choose between action or move each round; have their move speed halved; and get -2 to AC and Dex saves. Very powerful against melee foes if you've got a ranged-heavy or skirmish-oriented party, not so much if you've got heavy melee guys of your own.</p><p></p><p></p><p></p><p>That's why you play an evoker, allowing you to "shield" a number of targets equal to 1 plus the spell level. Those creatures automatically save against the spell, and if the spell would normally deal half damage on a save, it deals nothing.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6169521, member: 58197"] Well, let's see here. The fighter is at least 17th level (that's when you get two Action Surges), so we'll assume a mage of the same level. Such a mage has one spell at each level between 6 and 9, plus two spells at level 5, three each of 4, 3, and 2, and four at level 1. As a specialized blaster, the mage will of course follow the School of Evocation. And since I gave the fighter a very rare magic weapon, I'll give the mage a very rare [I]ring of wizardry,[/I] adding one spell slot per level from levels 1 to 4. Assume the mage is rationing spells to fight four major combats per day, and using [I]fireball[/I] heightened as appropriate. Then a pretty typical combat, versus four targets saving 25% of the time, would be something like this: Round 1: 8th-level [I]fireball[/I] (11d6+5): 152.25 damage. Round 2: 4th-level [I]fireball[/I] (7d6+5): 103.25 damage. Round 3: 3rd-level [I]fireball[/I] (6d6+5): 91 damage. Round 4: 3rd-level [I]fireball[/I] (6d6+5): 91 damage. Round 5: What? We're still fighting? Yes. This is where my limited experience at high levels prevents me from giving a definitive answer, but I can say it's quite conservative at the mid-levels (6-7). I have often fried much larger groups than that. And evokers at level 16+ can ignore resistance. It depends very much on what you're trying to save against, what your ability scores are, and what class abilities you've got. For that matter, the same applies to the monsters. A 17th-level mage, assuming maxed-out Intelligence (a safe assumption by that level), is going to have a save DC of 18. So, a foe with Dexterity 14 and no other applicable abilities will have a 25% chance to save against that mage's blasting spells. That goes for PCs too. On the other hand, many PCs have special abilities that improve their saves. For instance, a 13th-level fighter gets to roll all saving throws twice and take the best result. It hits up to six creatures. Those that fail a Will save must choose between action or move each round; have their move speed halved; and get -2 to AC and Dex saves. Very powerful against melee foes if you've got a ranged-heavy or skirmish-oriented party, not so much if you've got heavy melee guys of your own. That's why you play an evoker, allowing you to "shield" a number of targets equal to 1 plus the spell level. Those creatures automatically save against the spell, and if the spell would normally deal half damage on a save, it deals nothing. [/QUOTE]
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Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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