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General Tabletop Discussion
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Scaleable spells
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<blockquote data-quote="FireLance" data-source="post: 5872652" data-attributes="member: 3424"><p>I think one of the easiest ways to ensure that spells scale with level and ensure that spellcasters don't eclipse the non-spellcasters is to give the spells fixed effects depending on spell level. A 3rd-level <em>fireball</em> doing 5d6 damage, while the 9th-level version doing 17d6 damage is a good example. </p><p></p><p>In the case of <em>knock</em>, I could allow the spellcaster to open a lock of a fixed difficulty. Depending on how 5e treats locks, it could be DC 17 for the 2nd-level version, going up to DC 31 for the 9th-level version, or the 2nd-level version could open Normal locks, the 4th-level version Hard locks, the 6th-level vesion Master locks and the 8th-level version Grand Master locks. This means that if a wizard wants to open the locks he is likely to encounter at his level, he will have to prepare <em>knock</em> is a high level enough spell slot that it is actually a significant trade-off for him.</p><p></p><p>Similarly, <em>invisibility</em> was stated to grant a fixed Hide DC in one of the supposably leaked playtests. Presumably, remaning hidden from higher-level and more perceptive opponents will require higher-level versions of the spell.</p><p></p><p>For <em>divine power</em>, I doubt the spell would outright grant the attacks of an equal-level fighter. Instead, the 4th-level version might grant the attacks of a 5th-level fighter, the 7th-level version might grant the attacks of a 11th-level fighter, and the 9th-level version might grant the attacks of a 15th-level fighter.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5872652, member: 3424"] I think one of the easiest ways to ensure that spells scale with level and ensure that spellcasters don't eclipse the non-spellcasters is to give the spells fixed effects depending on spell level. A 3rd-level [I]fireball[/I] doing 5d6 damage, while the 9th-level version doing 17d6 damage is a good example. In the case of [I]knock[/I], I could allow the spellcaster to open a lock of a fixed difficulty. Depending on how 5e treats locks, it could be DC 17 for the 2nd-level version, going up to DC 31 for the 9th-level version, or the 2nd-level version could open Normal locks, the 4th-level version Hard locks, the 6th-level vesion Master locks and the 8th-level version Grand Master locks. This means that if a wizard wants to open the locks he is likely to encounter at his level, he will have to prepare [I]knock[/I] is a high level enough spell slot that it is actually a significant trade-off for him. Similarly, [I]invisibility[/I] was stated to grant a fixed Hide DC in one of the supposably leaked playtests. Presumably, remaning hidden from higher-level and more perceptive opponents will require higher-level versions of the spell. For [I]divine power[/I], I doubt the spell would outright grant the attacks of an equal-level fighter. Instead, the 4th-level version might grant the attacks of a 5th-level fighter, the 7th-level version might grant the attacks of a 11th-level fighter, and the 9th-level version might grant the attacks of a 15th-level fighter. [/QUOTE]
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