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General Tabletop Discussion
*Dungeons & Dragons
Spells. What needs adjusted?
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<blockquote data-quote="Horwath" data-source="post: 8979847" data-attributes="member: 6801299"><p>Damage spells scale horribly.</p><p></p><p>Every level upscale should give 2 or 3 dice of damage.</p><p>Fireball is good for 3rd level slot, for 4th it's terrible.</p><p></p><p>Shield should be just that. A shield.</p><p>It should last 24hrs and give +2 AC while not using one hand to fight with weapons.</p><p>you could still use that hand for casting or holding a lantern or similar.</p><p>for flavor, I guess it can block magic missiles.</p><p></p><p></p><p>Rework concentration, either remove Conc trait from half the spells that now has it or make possible to somehow concentrate on multiple spells.</p><p></p><p>Either a number of spell levels equal to your caster level, or if it's too much a number of spell levels equal to your highest available slot or number of spell levels equal to your casting modifier plus proficiency modifier.</p><p></p><p>addition, if you are concentrating on multiple spells, you have disadvantage on Con saves for concentration and you lose all spells if you fail.</p><p></p><p></p><p>standardize spell duration and balance it around it.</p><p></p><p>Durations:</p><p>instant. direct damage spells</p><p>one round. Very strong combat buff or debuff. possible rider on direct damage spells</p><p>one minute: standard combat buff or debuff, damage over time spell</p><p>one hour: spell suitable for few encounters or roleplaying event or exploration challenge</p><p>one day: adventuring focus spell.</p><p></p><p></p><p>Healing spells should be all Bonus action. As we know, being a heal-bot is always fun and exciting.</p><p>Healing spells should give option for a target to use HDs for additional healing. One HD per spell level. Same for healing potions.</p></blockquote><p></p>
[QUOTE="Horwath, post: 8979847, member: 6801299"] Damage spells scale horribly. Every level upscale should give 2 or 3 dice of damage. Fireball is good for 3rd level slot, for 4th it's terrible. Shield should be just that. A shield. It should last 24hrs and give +2 AC while not using one hand to fight with weapons. you could still use that hand for casting or holding a lantern or similar. for flavor, I guess it can block magic missiles. Rework concentration, either remove Conc trait from half the spells that now has it or make possible to somehow concentrate on multiple spells. Either a number of spell levels equal to your caster level, or if it's too much a number of spell levels equal to your highest available slot or number of spell levels equal to your casting modifier plus proficiency modifier. addition, if you are concentrating on multiple spells, you have disadvantage on Con saves for concentration and you lose all spells if you fail. standardize spell duration and balance it around it. Durations: instant. direct damage spells one round. Very strong combat buff or debuff. possible rider on direct damage spells one minute: standard combat buff or debuff, damage over time spell one hour: spell suitable for few encounters or roleplaying event or exploration challenge one day: adventuring focus spell. Healing spells should be all Bonus action. As we know, being a heal-bot is always fun and exciting. Healing spells should give option for a target to use HDs for additional healing. One HD per spell level. Same for healing potions. [/QUOTE]
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Spells. What needs adjusted?
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