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Lightning Bolt should be better.
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<blockquote data-quote="tetrasodium" data-source="post: 8251589" data-attributes="member: 93670"><p>Not really. Fireball is a 20ft radius sphere & doesn't do any kind of meaningful reforming that would put allies at risk if the monster is only 20ft from a wall with your bud 25 feet from the same wall when you blast that wall with fireball. Unless you are only fighting in bathroom & large closet sized rooms where your allies can't be more than 20ft from the point of impact fireball is not that tough to aim safely. </p><p></p><p>Since this is talking about making spells better, with regards to upcasting both spells actually get worse as they go</p><p>[spoiler="fireball"]</p><ul> <li data-xf-list-type="ul"><strong>L3 base spell</strong>: 8d6 per target dex save for half & +1d6 for each slot level above 3rd. This works out to 2.66_ d6/slot level</li> <li data-xf-list-type="ul"><strong>L4 upcast by 1 level:</strong> This works out to 2.25d6 per slot level</li> <li data-xf-list-type="ul"><strong>L5 upcast by 2 levels:</strong> This works out to 2d6 per slot level</li> <li data-xf-list-type="ul"><strong>L6 upcast by 3 levels:</strong> This works out to 1.833_ d6 per slot level</li> <li data-xf-list-type="ul"><strong>L7 upcast by 4 levels</strong>: This works out to 1.71d6/slot level</li> <li data-xf-list-type="ul"><strong>L8 upcast by 5 levels</strong>: This works out to 1.625/slot level</li> <li data-xf-list-type="ul"><strong>L9 upcast by 6 levels</strong>: This works out to 1.55_ d6/slot level</li> </ul><p>[/spoiler]</p><p></p><p>[spoiler="Lightning bolt"]</p><ul> <li data-xf-list-type="ul"><strong>L3 base spell</strong>: 8d6 per target dex save for half & +1d6 for each slot level above 3rd. This works out to 2.66_ d6/slot level</li> <li data-xf-list-type="ul"><strong>L4 upcast by 1 level:</strong> This works out to 2.25d6 per slot level</li> <li data-xf-list-type="ul"><strong>L5 upcast by 2 levels:</strong> This works out to 2d6 per slot level</li> <li data-xf-list-type="ul"><strong>L6 upcast by 3 levels:</strong> This works out to 1.833_ d6 per slot level</li> <li data-xf-list-type="ul"><strong>L7 upcast by 4 levels</strong>: This works out to 1.71d6/slot level</li> <li data-xf-list-type="ul"><strong>L8 upcast by 5 levels</strong>: This works out to 1.625/slot level</li> <li data-xf-list-type="ul"><strong>L9 upcast by 6 levels</strong>: This works out to 1.55_ d6/slot level</li> </ul><p>[/spoiler]</p><p>Obviously the hit points of monsters goes up faster than that extra d6 & unlike in past editions where the scaling was free the caster is paying a heavy price for this upcast. If the two did something in addition to or other than just add dice when upcasting like changing the aoe or adding secondary effects there could be subjective questions, but they don't do either of those things. As a simple comparison, you could do some math to hold it against the well known problem new to 5e of melee attacks getting weaker & less accurate the more you make... Oh wait, there were a lot of reasons for it to exist & 5e got rid of that hit chance reduction.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8251589, member: 93670"] Not really. Fireball is a 20ft radius sphere & doesn't do any kind of meaningful reforming that would put allies at risk if the monster is only 20ft from a wall with your bud 25 feet from the same wall when you blast that wall with fireball. Unless you are only fighting in bathroom & large closet sized rooms where your allies can't be more than 20ft from the point of impact fireball is not that tough to aim safely. Since this is talking about making spells better, with regards to upcasting both spells actually get worse as they go [spoiler="fireball"] [LIST] [*][B]L3 base spell[/B]: 8d6 per target dex save for half & +1d6 for each slot level above 3rd. This works out to 2.66_ d6/slot level [*][B]L4 upcast by 1 level:[/B] This works out to 2.25d6 per slot level [*][B]L5 upcast by 2 levels:[/B] This works out to 2d6 per slot level [*][B]L6 upcast by 3 levels:[/B] This works out to 1.833_ d6 per slot level [*][B]L7 upcast by 4 levels[/B]: This works out to 1.71d6/slot level [*][B]L8 upcast by 5 levels[/B]: This works out to 1.625/slot level [*][B]L9 upcast by 6 levels[/B]: This works out to 1.55_ d6/slot level [/LIST] [/spoiler] [spoiler="Lightning bolt"] [LIST] [*][B]L3 base spell[/B]: 8d6 per target dex save for half & +1d6 for each slot level above 3rd. This works out to 2.66_ d6/slot level [*][B]L4 upcast by 1 level:[/B] This works out to 2.25d6 per slot level [*][B]L5 upcast by 2 levels:[/B] This works out to 2d6 per slot level [*][B]L6 upcast by 3 levels:[/B] This works out to 1.833_ d6 per slot level [*][B]L7 upcast by 4 levels[/B]: This works out to 1.71d6/slot level [*][B]L8 upcast by 5 levels[/B]: This works out to 1.625/slot level [*][B]L9 upcast by 6 levels[/B]: This works out to 1.55_ d6/slot level [/LIST] [/spoiler] Obviously the hit points of monsters goes up faster than that extra d6 & unlike in past editions where the scaling was free the caster is paying a heavy price for this upcast. If the two did something in addition to or other than just add dice when upcasting like changing the aoe or adding secondary effects there could be subjective questions, but they don't do either of those things. As a simple comparison, you could do some math to hold it against the well known problem new to 5e of melee attacks getting weaker & less accurate the more you make... Oh wait, there were a lot of reasons for it to exist & 5e got rid of that hit chance reduction. [/QUOTE]
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