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General Tabletop Discussion
*Dungeons & Dragons
Spells cast at higher level spell slots. Worth it?
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<blockquote data-quote="Hawk Diesel" data-source="post: 7038061" data-attributes="member: 59848"><p>So here are a couple of observations I have from this thread:</p><p></p><p>1) People either seem pretty entrenched in either side of their argument. Either people believe spells (particularly damage dealing spells) do not scale very well when cast at higher spell slots (and in fact there may be little consistency even within spells of a given level in terms of damage potential), or spells are fine as written and don't need to scale.</p><p></p><p>2) Those that believe spells don't scale well when cast at higher levels have provided a few potential options to address this. I posted some adjustments to 1st and 2nd level spells. Another person posted that spells should triple damage dice per spell level (double for AoE spells). Another person posted options to adjust other spell factors such as range, duration, ect with increased spell level (I personally feel this steps too much on the sorcerer’s metamagic, but that's just my take).</p><p></p><p>So, for those of us that believe spell damage should have increased consistency for a given level of spell slot used to power the spell, can we come together to figure out a way to analyze spell damage? </p><p></p><p>My difficulty when trying to compare spells is that damage spells take several forms. Instant single target damage (which may require either and attack roll for all or nothing or saving throw, most of which guarantee to deal at least half damage), instant AoE damage, and on-going spells that require action or bonus action commitments in future rounds to deal damage (both single target or AoE). This is further complicated by concentration (flame sword requires concentration, but spiritual weapon does not). </p><p></p><p>So my main difficulty has been trying to find a way to break spells down in such a manner that spells of a given type can be compared to one another to gauge their balance/consistency and better determine where adjustments might need to be made.</p><p></p><p>Personally, I feel that wherever you fall in this debate, being able to better break spells down for comparison is useful to both be better at judging whether new officially released spells are broken, as well as to assist in players researching/homebrewing new spells.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7038061, member: 59848"] So here are a couple of observations I have from this thread: 1) People either seem pretty entrenched in either side of their argument. Either people believe spells (particularly damage dealing spells) do not scale very well when cast at higher spell slots (and in fact there may be little consistency even within spells of a given level in terms of damage potential), or spells are fine as written and don't need to scale. 2) Those that believe spells don't scale well when cast at higher levels have provided a few potential options to address this. I posted some adjustments to 1st and 2nd level spells. Another person posted that spells should triple damage dice per spell level (double for AoE spells). Another person posted options to adjust other spell factors such as range, duration, ect with increased spell level (I personally feel this steps too much on the sorcerer’s metamagic, but that's just my take). So, for those of us that believe spell damage should have increased consistency for a given level of spell slot used to power the spell, can we come together to figure out a way to analyze spell damage? My difficulty when trying to compare spells is that damage spells take several forms. Instant single target damage (which may require either and attack roll for all or nothing or saving throw, most of which guarantee to deal at least half damage), instant AoE damage, and on-going spells that require action or bonus action commitments in future rounds to deal damage (both single target or AoE). This is further complicated by concentration (flame sword requires concentration, but spiritual weapon does not). So my main difficulty has been trying to find a way to break spells down in such a manner that spells of a given type can be compared to one another to gauge their balance/consistency and better determine where adjustments might need to be made. Personally, I feel that wherever you fall in this debate, being able to better break spells down for comparison is useful to both be better at judging whether new officially released spells are broken, as well as to assist in players researching/homebrewing new spells. [/QUOTE]
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