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Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Playtest 2] Spell damage out of whack?
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<blockquote data-quote="Falling Icicle" data-source="post: 5990361" data-attributes="member: 17077"><p>Given that spell damage no longer scales with caster level (which IMO is a good thing), I'm baffled that they reduced starting character hit points. I thought the hp characters had in the first playtest packet were right on. I don't want to go back to the days where my starting wizard had like 4 or 5 hp and could die from stubbing his toe.</p><p></p><p>Also, the damage of basic spells is just... pathetic. Weapons already usually do more damage than basic spells do, and then you add on things like combat superiority and sneak attack, and casters just get left in the dust when they're not willing or able to expend daily spell slots. Don't get me wrong, I'm fine with fighters and rogues having an advantage since they don't have dailies, but that gap doesn't need to be a chasm.</p><p></p><p>Rogue Sneak attack in particular is simply off the charts in this edition, starting at 2d6 and adding 1d6 at every single level. So much for "flatter math" and "reducing hp and damage across the board". With rogues, they went the exact opposite direction, which leaves me scratching my head.</p><p></p><p>And while I think the Necromancer theme is really cool, I'm very upset that you have to spend your entire action to make your one weak pet attack for a whopping 1d6 + 2 damage. Given the insane damage output that fighters and rogues are capable of now, that's just insulting. Would it really destroy balance if my wizard could do a 1d4 + 1 Magic Missile and his skeleton pet hit for 1d6 + 2 damage on the same turn? How is that overpowered at all when the rogue is stabbing people for +6d6 sneak attacks?</p><p></p><p>Bleh, anyway, I've gotten off on a rant. I don't want to sound like I hate the new playtest packet because there are alot of positives in it. They just really need to reevaluate the balance of hp, damage and classes.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 5990361, member: 17077"] Given that spell damage no longer scales with caster level (which IMO is a good thing), I'm baffled that they reduced starting character hit points. I thought the hp characters had in the first playtest packet were right on. I don't want to go back to the days where my starting wizard had like 4 or 5 hp and could die from stubbing his toe. Also, the damage of basic spells is just... pathetic. Weapons already usually do more damage than basic spells do, and then you add on things like combat superiority and sneak attack, and casters just get left in the dust when they're not willing or able to expend daily spell slots. Don't get me wrong, I'm fine with fighters and rogues having an advantage since they don't have dailies, but that gap doesn't need to be a chasm. Rogue Sneak attack in particular is simply off the charts in this edition, starting at 2d6 and adding 1d6 at every single level. So much for "flatter math" and "reducing hp and damage across the board". With rogues, they went the exact opposite direction, which leaves me scratching my head. And while I think the Necromancer theme is really cool, I'm very upset that you have to spend your entire action to make your one weak pet attack for a whopping 1d6 + 2 damage. Given the insane damage output that fighters and rogues are capable of now, that's just insulting. Would it really destroy balance if my wizard could do a 1d4 + 1 Magic Missile and his skeleton pet hit for 1d6 + 2 damage on the same turn? How is that overpowered at all when the rogue is stabbing people for +6d6 sneak attacks? Bleh, anyway, I've gotten off on a rant. I don't want to sound like I hate the new playtest packet because there are alot of positives in it. They just really need to reevaluate the balance of hp, damage and classes. [/QUOTE]
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[Playtest 2] Spell damage out of whack?
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