Squidmaster
First Post
For the most part, I'm really digging this latest version of the next edition of Dungeons & Dragons, but it still seems that class abilities and spells often are not scaling in a way that makes any sense. I'm curious if you guys agree with me. Here are a few examples:
Two weapon fighting gives you one additional attack regardless of how many attacks you get. That makes it fantastic at levels 1 through 8 (or 5 for fighters), but then increasingly less so in the higher levels.
A Cleric of the sun gets a nifty use of Channel Divinity called Radiance of the Dawn, allowing him or her to deal 2d10 damage + an additional 1 per level to certain enemies, among other things. That seems terrific at level 2, but far less so at levels 10, 15, or 20.
The Weaponmaster Fighter deals 1d6 extra damage on attacks where a specific maneuver fails, and that never increases with level. This version of the Fighter Has to hope more and more for success even while the statistics of his enemies make that less and less likely as levels increase.
The classic Fireball spell deals 6d6 damage when cast at level 3, but only an additional 1d6 per level thereafter.
There are numerous other examples, but this should suffice to illustrate my concerns.
Perhaps this method of scaling is intentional for spells so as to make the higher-level spells attractive, but it seems unlikely that this is true for all of the various powers that fit into this category. It's not as if monster hit points start high at the low levels and then taper off into the higher levels. Glancing at the Beastiary, it seems that creature hit points often increase at a much faster rate than just 1 die per challenge level.
Am I missing something here, or is this a problem?
Two weapon fighting gives you one additional attack regardless of how many attacks you get. That makes it fantastic at levels 1 through 8 (or 5 for fighters), but then increasingly less so in the higher levels.
A Cleric of the sun gets a nifty use of Channel Divinity called Radiance of the Dawn, allowing him or her to deal 2d10 damage + an additional 1 per level to certain enemies, among other things. That seems terrific at level 2, but far less so at levels 10, 15, or 20.
The Weaponmaster Fighter deals 1d6 extra damage on attacks where a specific maneuver fails, and that never increases with level. This version of the Fighter Has to hope more and more for success even while the statistics of his enemies make that less and less likely as levels increase.
The classic Fireball spell deals 6d6 damage when cast at level 3, but only an additional 1d6 per level thereafter.
There are numerous other examples, but this should suffice to illustrate my concerns.
Perhaps this method of scaling is intentional for spells so as to make the higher-level spells attractive, but it seems unlikely that this is true for all of the various powers that fit into this category. It's not as if monster hit points start high at the low levels and then taper off into the higher levels. Glancing at the Beastiary, it seems that creature hit points often increase at a much faster rate than just 1 die per challenge level.
Am I missing something here, or is this a problem?