One thing I would like to see is to require casters to roll a check (magic ability modifier + skill die) for every spell they cast. I don't like magic being automatic and predictable. I also think this could have a lot of mechanical benefits. A higher roll could improve the spell's duration or other effects, like what 4e did with rituals.
Call me old school, I am firmly in the magic is automatic boat. No to hit rolls for fireball or charm person please. I also want touch spells to be automatic to hit. The interesting thing about spells is not if they hit or not (or successfully activate like you are proposing above) but if the save defends against the magic. For instance, ray of enfeeblement should auto hit but the targeted person should try and resist the effects of the magic. "Hitting" is not what I care about with spellcasters, effecting is what I care about. Leave the hitting to the warrior types.
Me too, but the failure should not waste the slot. Instead spell should be unavailable until short rest.
They did this in the package before the first public package, and you can still try this out by rolling instead of adding a static +10 to the save DC.Whether the attacker sets the save DC and the defender rolls, or the attacker rolls and the defender sets the "AC" required to "hit", it makes no actual difference. The only difference is who rolls and who sets the DC. I would actually prefer that all such spells be opposed rolls instead, since I think there's a definite contest going on when one person casts a spell and the other tries to resist it.
I would actually prefer that all such spells be opposed rolls instead, since I think there's a definite contest going on when one person casts a spell and the other tries to resist it.
From a more "realistic" standpoint - I'm baffled about the arguments that you don't have to aim fireballs, though. I mean, if there's anything you _should_ aim it's a fireball.![]()