FormerlyHemlock
Hero
Also consider that making it an attack roll ignores Magic Resistance
That's mostly just a flaw in the vanilla 5E magic resistance rules. They're too save-oriented.
Also consider that making it an attack roll ignores Magic Resistance
Sounds very similar to the spell research rules in ACKS.IMC, the justification is "someone at some point in the past heavily-optimized the Fireball spell to get the power of an almost-5th-level spell out of a 3rd level slot, and that's why it became iconic/popular, because it was so well-made." My spell research rules similarly allow you to optimize spells, or do the opposite and research a quick-and-dirty version if you don't care about the slot cost and just want to research the spell quickly--which is where Drawmij's Instant Summons came from, from someone who wanted a 3rd level effect and didn't care if he had to spend a 6th level slot on it.
This is something like the rules in adventurer, conqueror, king. Fireball would have been a 5th level spell but some wizard in the past had a major breakthrough and optimised it. The optimised version became the common version of the spell.IMC, the justification is "someone at some point in the past heavily-optimized the Fireball spell to get the power of an almost-5th-level spell out of a 3rd level slot, and that's why it became iconic/popular, because it was so well-made." My spell research rules similarly allow you to optimize spells, or do the opposite and research a quick-and-dirty version if you don't care about the slot cost and just want to research the spell quickly--which is where Drawmij's Instant Summons came from, from someone who wanted a 3rd level effect and didn't care if he had to spend a 6th level slot on it.
Yeah, I can see myself really digging into this as an "advanced" option (hell, given what you're proposing it'd probably need a whole book to itself). But it would not be a great idea for the core game.Another option to add to your list: lower the casting time
BTW, one possibility with such a system is that every spell could begin as a 1st level spell. Example: teleport. 1st level allows caster to teleport a certain distance, say 30'. Cast at 2nd level and the distance changes, or he can bring along a willing creature. By the time it's at 6th level or higher, we get close to what the current teleport spell can do.
The spells wouldn't be exactly the same, e.g., fireball at 3rd level might do a bit more or less than 8d6, but they could be close. The main problem is what I mentioned above - analysis paralysis. Too many options, available on the fly, could really bog down play.
Upranking is more useful to classes that have limited spells known, like the Sorcerer.
The decision for Burning Hands and Fireball to deal the same damage in any given spell slot is, in my opinion, one of the smartest things in this game. Fireball is still better than Burning Hands, because the area of effect is larger and usually more convenient, but it isn't stronger in every situation. It's great for multiclass wizard/clerics, who get to maintain their expected efficacy even if they only have access to low-level spells.
I think the slot scaling system is hurt by the existence of high-level spells which break the formula. The fact that Meteor Swarm hits so much harder than Fireball IX is unfortunate, but given that it's only going to show up in very high-level games anyway, the impact isn't that significant. The fact that Heal is so much better than Cure Wounds is much more disruptive.
When an encounter is going wrong and you need to shut it down now, upcasting damage spells is useful. But usually, you are better off not upcasting damage spells.
Yeah, everything doesn't have to be balanced, but it's nice to have more options rather than being just SOL. It's like 'I'm out of arrows, but I still have a sling' for my elven Druid.