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<blockquote data-quote="Fenris-77" data-source="post: 7998923" data-attributes="member: 6993955"><p>Well, they do and also do not have the same information. I'm suggesting that a set of guidelines for property damage be decided on and made explicit before the campaign starts, not built on a case by case basis. One of the reason I think I like that answer better is that is does a better job building a set of "I know what I can do" info for spell casters. It's the sort of thing I'd expect a mage to know, even about spells they might not be able to cast yet. I'm still making the call in each case, but the players start with some kind of index to what they can expect. </p><p></p><p></p><p>I'm only suggesting taking the description out of the damage system for spells that deal damage. And then really just to avoid comparisons with combat damage., for reasons I explained above.</p><p></p><p>You balance less reliability per-cast with more total casts. So yes, each individual casting of Hold Person is less reliable. What I'm looking at is something like DC 9 and adding proficiency. So you bust out you HP and it whiffs, that could happen in either system right? In the base rules you far less opportunities to try it again the following turn. In my system you have a significantly increased chance to do so. This would still be the case with higher level spells - at the risk of exhaustion and a some other negative effects you can push yourself to cast more, but again, at a risk. The risk goes up in relation to the spell level being cast. Losing control of a <em>Magic Missile</em> because you're too tired is one thing, losing control of <em>Meteor Swarm</em> for the same reason is going to present a much higher level of problem. That said, I haven't decided exactly how to handle especially 9th level spells. I don't want multiple <em>Wishes</em> per day, do they may be handled differently.</p><p></p><p></p><p>Also, to be fair, I'm still working on the basics of the system. The basic math works about the way I want (thanks [USER=6966824]@Esker[/USER]) but I still need to tweak it and I still to work on the exact kinds of consequences. Then I'll have to find some <s>poor saps</s> helpful folks to playtest it.</p><p></p><p>Those encounter ending spells won't get nerfed though, If I can't it balanced right so that that isn't case it won't make it out of playtest.</p><p></p><p>My first thought about sleep is to allow it to be upcast, adding dice to the HP total. The problem there is obvious though, it would have to scale in a massive way to keep up with HP totals. It might be easier to change the base spell to Hit Dice from Hit Points, and then scale it off HD, which should be easier to manage. Or maybe off the CR scale. If it affects CR 1 at 1st level, that scales about right with the spell as is, and then it could go up from there. It's doable for sure though, you just need to whack the numbers around until they look good but not OP, then give ut a test drive.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7998923, member: 6993955"] Well, they do and also do not have the same information. I'm suggesting that a set of guidelines for property damage be decided on and made explicit before the campaign starts, not built on a case by case basis. One of the reason I think I like that answer better is that is does a better job building a set of "I know what I can do" info for spell casters. It's the sort of thing I'd expect a mage to know, even about spells they might not be able to cast yet. I'm still making the call in each case, but the players start with some kind of index to what they can expect. I'm only suggesting taking the description out of the damage system for spells that deal damage. And then really just to avoid comparisons with combat damage., for reasons I explained above. You balance less reliability per-cast with more total casts. So yes, each individual casting of Hold Person is less reliable. What I'm looking at is something like DC 9 and adding proficiency. So you bust out you HP and it whiffs, that could happen in either system right? In the base rules you far less opportunities to try it again the following turn. In my system you have a significantly increased chance to do so. This would still be the case with higher level spells - at the risk of exhaustion and a some other negative effects you can push yourself to cast more, but again, at a risk. The risk goes up in relation to the spell level being cast. Losing control of a [I]Magic Missile[/I] because you're too tired is one thing, losing control of [I]Meteor Swarm[/I] for the same reason is going to present a much higher level of problem. That said, I haven't decided exactly how to handle especially 9th level spells. I don't want multiple [I]Wishes[/I] per day, do they may be handled differently. Also, to be fair, I'm still working on the basics of the system. The basic math works about the way I want (thanks [USER=6966824]@Esker[/USER]) but I still need to tweak it and I still to work on the exact kinds of consequences. Then I'll have to find some [S]poor saps[/S] helpful folks to playtest it. Those encounter ending spells won't get nerfed though, If I can't it balanced right so that that isn't case it won't make it out of playtest. My first thought about sleep is to allow it to be upcast, adding dice to the HP total. The problem there is obvious though, it would have to scale in a massive way to keep up with HP totals. It might be easier to change the base spell to Hit Dice from Hit Points, and then scale it off HD, which should be easier to manage. Or maybe off the CR scale. If it affects CR 1 at 1st level, that scales about right with the spell as is, and then it could go up from there. It's doable for sure though, you just need to whack the numbers around until they look good but not OP, then give ut a test drive. [/QUOTE]
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