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Reducing High Magic (6th-9th levels) Spell Slots Option
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<blockquote data-quote="DND_Reborn" data-source="post: 8084189" data-attributes="member: 6987520"><p>Maybe you would, but I wouldn't. Even at level 20 a party of 4 PCs against 3 CR 13 creatures would be a "deadly" encounter.</p><p></p><p>Anyway, that is just difference in game style. So, let's break it down the chance of a tier 4 caster losing concentration against a storm giant's rock...</p><p></p><p>AC 22 (Robe of Arch Magi AC 15, DEX +3, Bracers +2, Staff of Power +2), 27 with a <em>shield</em> spell.</p><p>+14 to attack roll means a 13 or higher, so 40% chance to hit (low by 5E standards which assumes about 65%)</p><p>The chance of rolling 40 or higher is only 26.43% for a DC 20 save.</p><p>CON save modifier of +11 (+9 base with CON 16 and +2 for staff of power) means a 9 or higher. With advantage from War Caster, and the chance of failing the concentration check is only 16%.</p><p></p><p>So, for all those events to unfold, you have 0.40 x 0.2643 x 0.16 or 0.0169152 or about 1 in 60 against a DC 20. Of course, the total cumulative chance is higher given <em>any</em> hit (but still only about 5%), but you can still see how the odds favor the caster in this case.</p><p></p><p></p><p>So, they should just walk all over everything because they can throw out a high magic spell in just about each encounter, assuming the typical "adventuring day".</p><p></p><p>Look, <em>I</em> don't want super-hero games and so I proposed this idea, which I discussed with another member of our group in the past and he agreed. I am all for such character having one "whammy" spell/effect a day, which can help turn the tide of an encounter. I just don't think they need half a dozen.</p><p></p><p>Obviously you aren't for the idea (which <em>is</em> fine BTW, I know it won't appeal to many), so thanks for your input but can we leave it at that?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8084189, member: 6987520"] Maybe you would, but I wouldn't. Even at level 20 a party of 4 PCs against 3 CR 13 creatures would be a "deadly" encounter. Anyway, that is just difference in game style. So, let's break it down the chance of a tier 4 caster losing concentration against a storm giant's rock... AC 22 (Robe of Arch Magi AC 15, DEX +3, Bracers +2, Staff of Power +2), 27 with a [I]shield[/I] spell. +14 to attack roll means a 13 or higher, so 40% chance to hit (low by 5E standards which assumes about 65%) The chance of rolling 40 or higher is only 26.43% for a DC 20 save. CON save modifier of +11 (+9 base with CON 16 and +2 for staff of power) means a 9 or higher. With advantage from War Caster, and the chance of failing the concentration check is only 16%. So, for all those events to unfold, you have 0.40 x 0.2643 x 0.16 or 0.0169152 or about 1 in 60 against a DC 20. Of course, the total cumulative chance is higher given [I]any[/I] hit (but still only about 5%), but you can still see how the odds favor the caster in this case. So, they should just walk all over everything because they can throw out a high magic spell in just about each encounter, assuming the typical "adventuring day". Look, [I]I[/I] don't want super-hero games and so I proposed this idea, which I discussed with another member of our group in the past and he agreed. I am all for such character having one "whammy" spell/effect a day, which can help turn the tide of an encounter. I just don't think they need half a dozen. Obviously you aren't for the idea (which [I]is[/I] fine BTW, I know it won't appeal to many), so thanks for your input but can we leave it at that? [/QUOTE]
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