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<blockquote data-quote="phloog" data-source="post: 3998245" data-attributes="member: 59219"><p>Thanks for the welcome.</p><p></p><p>You're almost certainly right in terms of mechanics and balance. My biggest problem is I am, at heart, still a diehard fan of D&D in terms of the 'feel' of the game. Moving to EOM is still right for me, but I want to keep as many as possible of the traditional D&D spells - which is why Magic Missile was an initial concern. </p><p></p><p>It seems you personally don't double the level, but use (Level+1) doubled - - I may do that as well, but was leaning toward (Level doubled) +1. Is the more common conversion used by people (Level +1) * 2 or (Level *2) + 1 ?</p><p></p><p>I too am rejecting any spell automatically scaling 'with level', as you say, but I'm wondering: do you disagree with my thought of allowing multiple missiles (2 at 3rd, 3 at 5th, 4 at 7th, and a max of 5 at 9th), even though I am charging them 1 MP per missile for it? It's not so much scaling with level (which per originally essentially comes free) as it is allowing only one modification (extra missiles)</p><p></p><p>I saw the limit on number of missiles as adequately offsetting the instant damage. </p><p></p><p>At 5th level I can cast (going from memory here) an Evoke Fire 4 / Gen 1 - - short targeted fire attack for 5d6 fire damage, costing 5MP, or I can cast (assume only doubling level and adding one for base cost) an old-book Magic Missile for 3 MP, and add 2 MP for the other two missiles, doing 3d4+3 distributed among one or more targets. </p><p></p><p>The first averages 17.5 damage (max 30), but requires either an attack or allows a save. The second allows no save, but only does an average of 10.5 damage (Max 15).</p><p></p><p>In addition, to actually cast it you must 'use up a slot' for a signature spell.</p><p></p><p>I'm probably missing some glaring error that makes it overpowered, but with the sig requirement and the cost it doesn't feel outlandish. And the thought of playing a game I'll call D&D where you can't cast a magic missile just seems wrong <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="phloog, post: 3998245, member: 59219"] Thanks for the welcome. You're almost certainly right in terms of mechanics and balance. My biggest problem is I am, at heart, still a diehard fan of D&D in terms of the 'feel' of the game. Moving to EOM is still right for me, but I want to keep as many as possible of the traditional D&D spells - which is why Magic Missile was an initial concern. It seems you personally don't double the level, but use (Level+1) doubled - - I may do that as well, but was leaning toward (Level doubled) +1. Is the more common conversion used by people (Level +1) * 2 or (Level *2) + 1 ? I too am rejecting any spell automatically scaling 'with level', as you say, but I'm wondering: do you disagree with my thought of allowing multiple missiles (2 at 3rd, 3 at 5th, 4 at 7th, and a max of 5 at 9th), even though I am charging them 1 MP per missile for it? It's not so much scaling with level (which per originally essentially comes free) as it is allowing only one modification (extra missiles) I saw the limit on number of missiles as adequately offsetting the instant damage. At 5th level I can cast (going from memory here) an Evoke Fire 4 / Gen 1 - - short targeted fire attack for 5d6 fire damage, costing 5MP, or I can cast (assume only doubling level and adding one for base cost) an old-book Magic Missile for 3 MP, and add 2 MP for the other two missiles, doing 3d4+3 distributed among one or more targets. The first averages 17.5 damage (max 30), but requires either an attack or allows a save. The second allows no save, but only does an average of 10.5 damage (Max 15). In addition, to actually cast it you must 'use up a slot' for a signature spell. I'm probably missing some glaring error that makes it overpowered, but with the sig requirement and the cost it doesn't feel outlandish. And the thought of playing a game I'll call D&D where you can't cast a magic missile just seems wrong ;) [/QUOTE]
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