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What is the lowest damage Fireball could deal where you would still prep/use it?
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<blockquote data-quote="SakanaSensei" data-source="post: 8808483" data-attributes="member: 7033162"><p>For context, my thinking non this is based entirely on my table, which tends to top out at three fights or so a day on a very busy day, meaning casters rarely if ever run out of spells. In that context, the attrition limit of spell slots matters significantly less, and I start looking at the balance between characters.</p><p></p><p>An average combat is going to have my barbarian swinging twice a round for 1d12 + 4 damage, twice, for an average of 21 if both hit. At 2d6 damage, a fireball needs to hit three targets to break even with the barbarian for the round, and that’s usually possible in fights I design, little mooks are fun. </p><p></p><p>With so much narrative control laying in the laps of casters (solving mysteries with speak with dead, granting the ability to fly, turning invisible, charming people, etc.), I’d prefer it if the people who only have fighting in their kit to be the best at fighting, and I don’t think it should be close. So I answered 2d6, because there’s going to be moments where you throw that fireball, hit 6-7 targets and still feel like a god compared to miss muscles swinging her axe, and then when the fights done you’ll still be able to send a message around the world to talk with someone important and the barb can never do that.</p></blockquote><p></p>
[QUOTE="SakanaSensei, post: 8808483, member: 7033162"] For context, my thinking non this is based entirely on my table, which tends to top out at three fights or so a day on a very busy day, meaning casters rarely if ever run out of spells. In that context, the attrition limit of spell slots matters significantly less, and I start looking at the balance between characters. An average combat is going to have my barbarian swinging twice a round for 1d12 + 4 damage, twice, for an average of 21 if both hit. At 2d6 damage, a fireball needs to hit three targets to break even with the barbarian for the round, and that’s usually possible in fights I design, little mooks are fun. With so much narrative control laying in the laps of casters (solving mysteries with speak with dead, granting the ability to fly, turning invisible, charming people, etc.), I’d prefer it if the people who only have fighting in their kit to be the best at fighting, and I don’t think it should be close. So I answered 2d6, because there’s going to be moments where you throw that fireball, hit 6-7 targets and still feel like a god compared to miss muscles swinging her axe, and then when the fights done you’ll still be able to send a message around the world to talk with someone important and the barb can never do that. [/QUOTE]
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What is the lowest damage Fireball could deal where you would still prep/use it?
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