Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Meteor Swarm Vs. All other spells & DMG's spell creation guidelines
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lancelot" data-source="post: 6510178" data-attributes="member: 30022"><p>This is why you have a DM who knows what they're doing. This isn't <em>Magic the Gathering</em> or <em>League of Legends</em> or Professional Baseball. It's not a competitive game where the DM is looking to maximize the damage output of his creatures, knowing that the party will be insta-killed by the CR 12 opponent. It's a story-telling and role-playing game where the job of the DM is to craft an enjoyable experience for her or his players.</p><p></p><p>Here are a bunch of other things that are also "quite clear" using the rules:</p><p></p><p>1) A dozen CR 2 intellect devourers should be absolutely no match for a 20th level barbarian PC, so the player has no excuses for not being able to handle them.</p><p>2) Every enemy wizard should always use the <em>contagion</em> spell, and they should always select the one disease that applies a stun-lock to the target when they're damaged.</p><p>3) Monsters should always take the time to coup a dropped opponent. Every creature with an 8+ Intelligence knows about healing spells. Don't even give the cleric a chance.</p><p></p><p>Now, all of these things could be "balanced" out of the rules. But I don't want to see any of them vanish. Sometimes, a DM needs that low CR creature that freaks out the most powerful fighter in the land. Sometimes he needs the enemy wizard to use a stun-lock disease to create tension in a battle, whereas other times he needs a different type of disease to craft a compelling story. Sometimes he wants to use the threat of the coup-de-grace in battle to create tension; sometimes he wants to actually carry through on it to force the party to consider options for <em>revivify</em> or <em>raise dead</em>.</p><p></p><p><em>Meteor swarm</em> is exactly the same. It's ridiculous to suggest that there's no change to the CR of an archmage by swapping in that spell. 40d6 will wipe out a 10th level party in a heartbeat. However, that doesn't need to be codified in the rules. There's a valuable place for a 9th level spell of that power, so it shouldn't be nerfed for damage. The current CR 12 archmage write-up seems okay, given the listed spells (so, no need to change the CR). </p><p></p><p>The DM decides whether, for story reasons, he wants the archmage to have a <em>meteor swarm</em>. if he does, the DM should have a legitimate reason for doing so: either it's going to be cast on a non-PC target to scare the party, or the intent is that an intelligent party should be able to survive or avoid it (they've quested for the <em>amulet of meteor protection</em>, or they have an <em>anti-magic shell</em>, or similar), or maybe the story purpose is to kill the party... then run the next few sessions for their ghosts as they heroically seek to escape the Lands of the Dead... and return for vengeance against the wizard that killed them!</p><p></p><p>As a final comment: this point isn't restricted to <em>meteor swarm</em>. It's about how you run the game in general. If you know the party can't handle a <em>meteor swarm</em> and it'll simply end the campaign, don't use that spell. If the party is all non-casters, don't use <em>forcecage</em> or <em>wall of force</em>. If the party has no missile options beyond 30' range, don't use flying manticores. If the players have all decided on Charisma-challenged meat-heads, don't force them to play a political campaign where every failed skill check could result in their execution.</p><p></p><p>As a <strong>player</strong> option, <em>meteor swarm</em> is fine. It's the ultimate expression of pure magical damage output. It's not out-of-line with other classes. It feels suitably epic.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 6510178, member: 30022"] This is why you have a DM who knows what they're doing. This isn't [I]Magic the Gathering[/I] or [I]League of Legends[/I] or Professional Baseball. It's not a competitive game where the DM is looking to maximize the damage output of his creatures, knowing that the party will be insta-killed by the CR 12 opponent. It's a story-telling and role-playing game where the job of the DM is to craft an enjoyable experience for her or his players. Here are a bunch of other things that are also "quite clear" using the rules: 1) A dozen CR 2 intellect devourers should be absolutely no match for a 20th level barbarian PC, so the player has no excuses for not being able to handle them. 2) Every enemy wizard should always use the [I]contagion[/I] spell, and they should always select the one disease that applies a stun-lock to the target when they're damaged. 3) Monsters should always take the time to coup a dropped opponent. Every creature with an 8+ Intelligence knows about healing spells. Don't even give the cleric a chance. Now, all of these things could be "balanced" out of the rules. But I don't want to see any of them vanish. Sometimes, a DM needs that low CR creature that freaks out the most powerful fighter in the land. Sometimes he needs the enemy wizard to use a stun-lock disease to create tension in a battle, whereas other times he needs a different type of disease to craft a compelling story. Sometimes he wants to use the threat of the coup-de-grace in battle to create tension; sometimes he wants to actually carry through on it to force the party to consider options for [I]revivify[/I] or [I]raise dead[/I]. [I]Meteor swarm[/I] is exactly the same. It's ridiculous to suggest that there's no change to the CR of an archmage by swapping in that spell. 40d6 will wipe out a 10th level party in a heartbeat. However, that doesn't need to be codified in the rules. There's a valuable place for a 9th level spell of that power, so it shouldn't be nerfed for damage. The current CR 12 archmage write-up seems okay, given the listed spells (so, no need to change the CR). The DM decides whether, for story reasons, he wants the archmage to have a [I]meteor swarm[/I]. if he does, the DM should have a legitimate reason for doing so: either it's going to be cast on a non-PC target to scare the party, or the intent is that an intelligent party should be able to survive or avoid it (they've quested for the [I]amulet of meteor protection[/I], or they have an [I]anti-magic shell[/I], or similar), or maybe the story purpose is to kill the party... then run the next few sessions for their ghosts as they heroically seek to escape the Lands of the Dead... and return for vengeance against the wizard that killed them! As a final comment: this point isn't restricted to [I]meteor swarm[/I]. It's about how you run the game in general. If you know the party can't handle a [I]meteor swarm[/I] and it'll simply end the campaign, don't use that spell. If the party is all non-casters, don't use [I]forcecage[/I] or [I]wall of force[/I]. If the party has no missile options beyond 30' range, don't use flying manticores. If the players have all decided on Charisma-challenged meat-heads, don't force them to play a political campaign where every failed skill check could result in their execution. As a [B]player[/B] option, [I]meteor swarm[/I] is fine. It's the ultimate expression of pure magical damage output. It's not out-of-line with other classes. It feels suitably epic. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Meteor Swarm Vs. All other spells & DMG's spell creation guidelines
Top