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General Tabletop Discussion
*Pathfinder & Starfinder
Toning Down Spellcasting: An Idea
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<blockquote data-quote="Ilja" data-source="post: 4919693" data-attributes="member: 84300"><p>Interesting, especially flavorwise, though I would prefer letting metamagiced spells count as the slots they are in, both for consistency and to keep the inner balance. An empowered fireball is right now about as strong as a cone of cold, and having 20% risk of not casting it compared to 40% on the CoC would make it a fair bit stronger. And the higher the level of the spell the more this is noticed. </p><p></p><p>For arguments sake, let's say that the greater range of Polar Ray makes up for only being able to target a single creature compared to CoC, and that the ranged touch attack kind of makes up for CoC allowing save for half. A polar ray at 20th level deals an average of 70 damage (20-120). A Maximized CoC deals 90 damage, allowing a save for half. A maximized CoC is in many situations better, while Polar Ray is better in other situations.</p><p></p><p>Now imagine if you had a 60% chance to be able to cast the CoC and a 30% chance to cast Polar Ray. Which would get the 8th level slot almost every time?</p><p></p><p>And it anyways may make it TOO random. There's only a small chance to be able to cast spells of level 7 and above. Rolling 2d6 might be a better option.</p><p></p><p>[sblock=some math]</p><p>With 1d10, chances of being allowed are:</p><p>1:100%</p><p>2:90%</p><p>3:80%</p><p>4:70%</p><p>5:60%</p><p>6:50%</p><p>7:40%</p><p>8:30%</p><p>9:20%</p><p></p><p>With 2d6, chances are:</p><p>1:100%</p><p>2:100%</p><p>3:97%</p><p>4:91%</p><p>5:83%</p><p>6:72%</p><p>7:58%</p><p>8:41%</p><p>9:27%</p><p>[/sblock]</p><p>As you can see, the chances of throwing around level 9 spells every turn is still small, but you can trust at least level 4 or 5 spells.</p></blockquote><p></p>
[QUOTE="Ilja, post: 4919693, member: 84300"] Interesting, especially flavorwise, though I would prefer letting metamagiced spells count as the slots they are in, both for consistency and to keep the inner balance. An empowered fireball is right now about as strong as a cone of cold, and having 20% risk of not casting it compared to 40% on the CoC would make it a fair bit stronger. And the higher the level of the spell the more this is noticed. For arguments sake, let's say that the greater range of Polar Ray makes up for only being able to target a single creature compared to CoC, and that the ranged touch attack kind of makes up for CoC allowing save for half. A polar ray at 20th level deals an average of 70 damage (20-120). A Maximized CoC deals 90 damage, allowing a save for half. A maximized CoC is in many situations better, while Polar Ray is better in other situations. Now imagine if you had a 60% chance to be able to cast the CoC and a 30% chance to cast Polar Ray. Which would get the 8th level slot almost every time? And it anyways may make it TOO random. There's only a small chance to be able to cast spells of level 7 and above. Rolling 2d6 might be a better option. [sblock=some math] With 1d10, chances of being allowed are: 1:100% 2:90% 3:80% 4:70% 5:60% 6:50% 7:40% 8:30% 9:20% With 2d6, chances are: 1:100% 2:100% 3:97% 4:91% 5:83% 6:72% 7:58% 8:41% 9:27% [/sblock] As you can see, the chances of throwing around level 9 spells every turn is still small, but you can trust at least level 4 or 5 spells. [/QUOTE]
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Toning Down Spellcasting: An Idea
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