two said:Just wanted to say: great job.
Hey thanks!
two said:The numbers back up what my gut, and playing experience, have told me.
As was mentioned previously, it is not uncommon for party members to go up again monsters with a higher CR than the party level. Not unusual at all -- particularly in climactic battles.
Orbs do better as CR rises compared to Evocation; it would be fun to see the average damage vs. an opponent 2, 3, or 4 higher than the party/PC level. We know what the result will be. The orbs will have a really huge advantage.
The ratios for a level 11 wizard vs. 'all' CRs:
Code:
CR ratio
7 1.24
8 1.24
9 1.40
10 1.58
11 1.47
12 1.86
13 2.30
14 3.06
15 2.49
16 5.01
In retrospect, these numbers actually backed up experience IMC also: the orbs have become 'must haves' only at later levels as we've progressed through the SCAP (were at level 16 now).
I actually expected the orbs to be better at lower levels, though. As calculated however, they seem reasonable to me until level 12 or so. A definite trade off exists as described by the 'orbs are balanced' folk- high damage get through SR vs. lower damage, SR, multiple hits. At high levels though the trade off becomes seriously skewed towards the orbs.
That's why I think a 10d6 damage cap would work well: keep the orb's no SR niche, but also keep interesting trade offs in the game.
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