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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="Lord_Blacksteel" data-source="post: 6169836" data-attributes="member: 53082"><p>Couple of points:</p><p></p><p>-The AD&D Fireball had no dice cap (15th level MU = 15d6 fireball) and covered considerably more area indoors because of the volume of the blast (as noted in the spell description). Outdoors it had a 20-yard radius instead of 20', which was nice too.</p><p></p><p>-The AD&D Lightning Bolt could be bounced off a wall to double-dip on damage and blast a line of enemies twice. It also had no dice cap. </p><p></p><p>-2E capped the dice but left in the volume and rebound rules in the spell descriptions so they were still good but not as awesomely powerful as before</p><p></p><p>-3E kept the cap and dropped the volume/area/rebound fun</p><p></p><p>So there has been an ongoing weakening of some key blasting spells through the editions. I never thought they were underpowered but they were certainly less glorious than the old days.</p><p></p><p>I don't think character hit points are all that relevant to the conversation but monster hit points certainly are. Monster hit points started going up in 2E - the biggest, meanest red dragon (huge, ancient) in 1E had 11HD and 88hp. In 2E, a red hatchling (the smallest) has 9HD and the older age brackets get into the 20's! Giants saw about a 50% boost in HD too. With 3E the most powerful dragons got a bump again while giants stayed about where they were in 2E. An AD&D MU at 8th level can throw his 8d6 fireball into a room (even a very large room) and take out 2/3 of every hill giant's HP (average) - and one more fireball clears it, barring two saves. By 2E, those are 12HD giants, but a 12th level wizard only has a 10HD fireball, so he's only doing slightly over half even on a failed save and by 3E he's only doing that in a 20' radius, which is pretty limiting when fighting larger creatures.</p><p></p><p>In contrast orcs, goblins, hobgoblins, kobolds, bugbears, etc - the things that seem to end up on the receiving end of fireballs the most, stayed pretty much the same through all these editions. They're all in the 1-3 HD range, mostly 1-2, which means even the 5d6 fireball handles them in any edition.</p><p></p><p>I'd like to see Next move back towards the fireball being the answer to hordes, for sure - maybe with a larger blast radius. It does have the built-in option to spend a higher slot for more damage which is nice, but I'd rather see that for Lightning Bolt (which it does have) and give Fireball an option to increase the area. I don't really expect that to happen outside of some kind of magical feat but it would give a wizard some more options during play.</p></blockquote><p></p>
[QUOTE="Lord_Blacksteel, post: 6169836, member: 53082"] Couple of points: -The AD&D Fireball had no dice cap (15th level MU = 15d6 fireball) and covered considerably more area indoors because of the volume of the blast (as noted in the spell description). Outdoors it had a 20-yard radius instead of 20', which was nice too. -The AD&D Lightning Bolt could be bounced off a wall to double-dip on damage and blast a line of enemies twice. It also had no dice cap. -2E capped the dice but left in the volume and rebound rules in the spell descriptions so they were still good but not as awesomely powerful as before -3E kept the cap and dropped the volume/area/rebound fun So there has been an ongoing weakening of some key blasting spells through the editions. I never thought they were underpowered but they were certainly less glorious than the old days. I don't think character hit points are all that relevant to the conversation but monster hit points certainly are. Monster hit points started going up in 2E - the biggest, meanest red dragon (huge, ancient) in 1E had 11HD and 88hp. In 2E, a red hatchling (the smallest) has 9HD and the older age brackets get into the 20's! Giants saw about a 50% boost in HD too. With 3E the most powerful dragons got a bump again while giants stayed about where they were in 2E. An AD&D MU at 8th level can throw his 8d6 fireball into a room (even a very large room) and take out 2/3 of every hill giant's HP (average) - and one more fireball clears it, barring two saves. By 2E, those are 12HD giants, but a 12th level wizard only has a 10HD fireball, so he's only doing slightly over half even on a failed save and by 3E he's only doing that in a 20' radius, which is pretty limiting when fighting larger creatures. In contrast orcs, goblins, hobgoblins, kobolds, bugbears, etc - the things that seem to end up on the receiving end of fireballs the most, stayed pretty much the same through all these editions. They're all in the 1-3 HD range, mostly 1-2, which means even the 5d6 fireball handles them in any edition. I'd like to see Next move back towards the fireball being the answer to hordes, for sure - maybe with a larger blast radius. It does have the built-in option to spend a higher slot for more damage which is nice, but I'd rather see that for Lightning Bolt (which it does have) and give Fireball an option to increase the area. I don't really expect that to happen outside of some kind of magical feat but it would give a wizard some more options during play. [/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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