shmoo2 said:Ratios for the orbs if they allow SR:
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ratios if orbs allow a save for half damage (but no SR):
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Since you seem to be in a number-crunching-benevolent mood, what is the ratio when both are allowed?
shmoo2 said:Ratios for the orbs if they allow SR:
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ratios if orbs allow a save for half damage (but no SR):
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Felix said:Metamagic spells add flexibility to a caster's spell repitoire.
Felix said:On the whole, a higher level spell should be "better" than a lower level metamagiced one.
Felix said:On the whole, a higher level spell should be "better" than a lower level metamagiced one.
Felix said:Since you seem to be in a number-crunching-benevolent mood, what is the ratio when both are allowed?
Subtle enough to make no nevermind.Slaved said:I would say versatility rather than flexibility, but that is a subtle difference.
Let me put away my metamagic police badge then, and step over the hyperbole for a moment...A metamagic making another spell actually worth the slot that it is now in should not be viewed as a crime! I think that should be the goal of every metamagic feat, worthwhile but not over or under powered in its applications.
Grog said:I see it the other way around. I think metamagiced spells should be better than regular spells of the same equivalent level, since you have to take a feat in order to use the metamagiced spells. Feats are supposed to give benefits; if taking a metamagic feat gets you spells of inferior quality, that's not a benefit, that's a penalty.
Sure, but by how much? If it's a close run thing, surely it'll imply Orbs are really much too good as written; if the ratio is .2 for each level, it may show the reverse.IanB said:As I understand it, they should be below 1 at every level if you give them the exact same conditions as the evocation (save for half damage + SR applies) and then add an attack roll on top of that. They'd be worse than the evocation against even a single target.
Felix said:Sure, but by how much? If it's a close run thing, surely it'll imply Orbs are really much too good as written; if the ratio is .2 for each level, it may show the reverse.
It seems to me to be an intentional design decision. Looking at the core rules, single-target spells do not increase markedly in damage with spell level. Some increase greatly in damage potential, but operate over several rounds (e.g. Bigby's Crushing Hand). Some have a very high very high damage potential but allows a save (Disintegrate). Perhaps one reason for this is to avoid fights between similar-level foes from becoming all about winning initiative. Or perhaps it was recognizing how often taking out the BBEG is more important than taking out 4 of his minions. I'm not sure, but I'd be very interested in reading some of the designers' perspectives. Was Polar Ray used in playtesting? Was it previously a level-7 spell that was then increased to level-8?Vysirez said:IMO the problem lies in the fact that most of the higher level single target evocations suck. So you are forced to either compare a bad single target spell to the orbs, or compare an AE spell to the orbs and pretend the AE part of a spell doesnt matter for some reason. I mean Polar Ray? Really the only good single target evocations are low level and or handicapped like scorching ray.