So, based on the talking in this thread:
I started actually working on building out the Swordmage class as a proof of concept. I built them as a half caster, capping out at 5th level spells at level 18. Now just due to the way the progression is built up, I kinda lucked out with the Swordmage gaining power at exactly the right pace, since I'm building that pace off of the Proficiency bonus. Each spell level coincides, perfectly, to add another d8 equivalent boost of damage.
But I also wanted them, and all Arcane characters, to have their special power source benefit be AoE functionality from the ground up. So as I design their cantrips, I find myself looking at area and flexible damage values as core markers.
I'm looking to have 1d8+Stat be the baseline damage value, as a reminder. But to make things interesting, achieve that value in various ways. So 2d4+Stat or 3d4 or 2d6 or 1d12 all meet the same criteria. It also creates a very simple structure for splitting values across multiple targets!
As a reminder: The cantrips for this class, and other classes within the setting, would not scale based on level, in the same way martial characters don't get extra attack. Instead everything is handled through a simple extra action system where all classes get 2 actions, and their movement, after level 5. This is meant to simplify both character growth and action economy.
I am creating this thread, specifically, for feedback on cantrip concepts. These are not the final cantrips, and won't have all the details written out in the standard format over which ones have which components or whatever. It'll just be the general thrust of the mechanical output.
Aetherstorm: Enemies within 5ft must make a Str save or be pushed back 5ft. If a creature is pushed into a creature or stationary object, they take 1d4 bludgeoning damage.
Blinkstep: Teleport up to 20ft, your movement becomes 0 until the start of your next turn.
Blizzard Snap: Choose a creature within 60ft that is affected by your Arcane Mark. The target and all creatures within 5ft take 1d4 cold damage, Con save for no damage.
Burning Edge: Melee spell attack with a weapon, dealing fire damage.
Caustic Blast: Ranged spell attack to deal 2d6 acid or poison damage to a target within 60ft, you can split the d6s between two targets.
Flame Burst: You get 3d4 fire damage to split among up to 3 enemies within 10ft of you. Dex for half.
Frostcut: Melee spell attack deals 2d4 cold damage and reduces your target's speed by 10ft until the start of your next turn.
Hammer's Ringing: Swing weapon at a surface (ground/floor/wall/ceiling) create a 15ft long 5ft wide line. Creatures in the line take 1d4 thunder damage. Objects and structures take 3d4 damage that ignores hardness. Audible within 300ft.
Lightning Lance: Ranged spell attack within 90ft to deal 1d8+Int lightning damage.
Speedstrike: Teleport up to 10ft to make a weapon attack, your movement becomes 0 until the start of your next turn.
Stormbrand: Melee spell attack against your target deals 1d6 lightning Damage. A second target within 10ft takes 1d6 lightning damage.
Tolling Bell: Ranged spell against your target within 120ft deals 1d12 thunder damage on a failed Con save.
Why yes, all these cantrip names are either trochees or written in iambic pentameter. Thank you for noticing!
This does mean that at level 5+, with two actions on your turn, you could use Flame Burst twice to deal 6d4 fire damage on your turn! But that's not significantly different than rolling a longsword attack for 1d8+4, twice. But it is a lot more dice in your palm. And more use for d4s than D&D typically allows!
So as Mearls finally admitted and expressed mathematically, though most of us have known it for a long time: D&D's combat was balanced for the slow release of power over a much longer adventuring day and not the alpha burst we've been seeing for a decade.
And there's really two reasons the game plays like that:
1) Spreadsheet Play.
Over the past 20 years or so, with the rise and fall of the MMORPG and online forum involvement in maximizing gains to minimal effort, 'Solving' gameplay has become more of a thing than it has been in the history of the world. D&D is 'Solved' by using a...
And there's really two reasons the game plays like that:
1) Spreadsheet Play.
Over the past 20 years or so, with the rise and fall of the MMORPG and online forum involvement in maximizing gains to minimal effort, 'Solving' gameplay has become more of a thing than it has been in the history of the world. D&D is 'Solved' by using a...
- Steampunkette
- Replies: 418
- Forum: *Dungeons & Dragons
I started actually working on building out the Swordmage class as a proof of concept. I built them as a half caster, capping out at 5th level spells at level 18. Now just due to the way the progression is built up, I kinda lucked out with the Swordmage gaining power at exactly the right pace, since I'm building that pace off of the Proficiency bonus. Each spell level coincides, perfectly, to add another d8 equivalent boost of damage.
But I also wanted them, and all Arcane characters, to have their special power source benefit be AoE functionality from the ground up. So as I design their cantrips, I find myself looking at area and flexible damage values as core markers.
I'm looking to have 1d8+Stat be the baseline damage value, as a reminder. But to make things interesting, achieve that value in various ways. So 2d4+Stat or 3d4 or 2d6 or 1d12 all meet the same criteria. It also creates a very simple structure for splitting values across multiple targets!
As a reminder: The cantrips for this class, and other classes within the setting, would not scale based on level, in the same way martial characters don't get extra attack. Instead everything is handled through a simple extra action system where all classes get 2 actions, and their movement, after level 5. This is meant to simplify both character growth and action economy.
I am creating this thread, specifically, for feedback on cantrip concepts. These are not the final cantrips, and won't have all the details written out in the standard format over which ones have which components or whatever. It'll just be the general thrust of the mechanical output.
Aetherstorm: Enemies within 5ft must make a Str save or be pushed back 5ft. If a creature is pushed into a creature or stationary object, they take 1d4 bludgeoning damage.
Blinkstep: Teleport up to 20ft, your movement becomes 0 until the start of your next turn.
Blizzard Snap: Choose a creature within 60ft that is affected by your Arcane Mark. The target and all creatures within 5ft take 1d4 cold damage, Con save for no damage.
Burning Edge: Melee spell attack with a weapon, dealing fire damage.
Caustic Blast: Ranged spell attack to deal 2d6 acid or poison damage to a target within 60ft, you can split the d6s between two targets.
Flame Burst: You get 3d4 fire damage to split among up to 3 enemies within 10ft of you. Dex for half.
Frostcut: Melee spell attack deals 2d4 cold damage and reduces your target's speed by 10ft until the start of your next turn.
Hammer's Ringing: Swing weapon at a surface (ground/floor/wall/ceiling) create a 15ft long 5ft wide line. Creatures in the line take 1d4 thunder damage. Objects and structures take 3d4 damage that ignores hardness. Audible within 300ft.
Lightning Lance: Ranged spell attack within 90ft to deal 1d8+Int lightning damage.
Speedstrike: Teleport up to 10ft to make a weapon attack, your movement becomes 0 until the start of your next turn.
Stormbrand: Melee spell attack against your target deals 1d6 lightning Damage. A second target within 10ft takes 1d6 lightning damage.
Tolling Bell: Ranged spell against your target within 120ft deals 1d12 thunder damage on a failed Con save.
Why yes, all these cantrip names are either trochees or written in iambic pentameter. Thank you for noticing!
This does mean that at level 5+, with two actions on your turn, you could use Flame Burst twice to deal 6d4 fire damage on your turn! But that's not significantly different than rolling a longsword attack for 1d8+4, twice. But it is a lot more dice in your palm. And more use for d4s than D&D typically allows!