The Gaming Den Forum Index The Gaming Den
Welcome to the Gaming Den.
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Google
 Search WWW   Search tgdmb.com 
Evocations & How Much Damage Is Enough
Goto page Previous  1, 2
 
Post new topic   Reply to topic    The Gaming Den Forum Index -> In My Humble Opinion...
View previous topic :: View next topic  
Author Message
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Tue Mar 20, 2012 11:28 pm    Post subject: Reply with quote Add User to Ignore List

So, I can't just assume every group will use max HP.

I'll have to design around the median, which is half HD, a pathetic state of life for PCs but fairly acceptable for NPCs since that's what the MM lists. This also blows my concept of an average state of Bloodied in 3e out.

The new median must then be 4 or 5 HP +2 for 14 CON, making an average of 6-7 per level.

Evocations dealing at least 5 per level will take the average PC down to critical levels with one failed save, and kill with two.
To reference my thread about extra Evocation effects against Bloodied targets, it wouldn't even be needed when the target has maybe 1-2 HP per level left. Pretty much anything can kill them at that point.
No point in increasing Evocation damage at all; maybe a debuff could be applied to make sure it sticks, but as for volumes of damage that needs no change.

And like a cherry on top I'd throw on a single die roll for randomness. Something like 1d6 for spell levels 1-2 and scale it up every even spell level by one die size.
Since 1d6 +5 would be fatal to the average, I'd have to subtract 5 damage from the level 1 bonus so that it's 1d6 and +5 per level past level 1.


Is this fair and balanced?
Back to top
View user's profile Send private message
John Magnum
Knight


Joined: 14 Feb 2012
Posts: 482

PostPosted: Wed Mar 21, 2012 12:43 am    Post subject: Reply with quote Add User to Ignore List

Wait, hang on, "by one die size", do you mean going from 1d6 to 1d8? So evocation would do 1d8 + 20 at level 5, and 1d10 + 40 at level 9, and 1d12 + 60 at level 13? Or am I missing something? I just... I really dislike your thing where you deliberately set out to make giant static damage bonuses and tiny irrelevant die rolls.
_________________
-JM
Back to top
View user's profile Send private message AIM Address
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Wed Mar 21, 2012 12:50 am    Post subject: Reply with quote Add User to Ignore List

John Magnum wrote:
Wait, hang on, "by one die size", do you mean going from 1d6 to 1d8? So evocation would do 1d8 + 20 at level 5, and 1d10 + 40 at level 9, and 1d12 + 60 at level 13? Or am I missing something? I just... I really dislike your thing where you deliberately set out to make giant static damage bonuses and tiny irrelevant die rolls.


That is correct, and I know you hate it but I'm not doing it for your sake.

In designs for a Rogue years ago I did the same thing with Sneak Attack and some people loved it, and with a playtest last winter some more people loved it, so I figured it's a success.
Back to top
View user's profile Send private message
Schwarzkopf
Knight-Baron


Joined: 02 Sep 2010
Posts: 631

PostPosted: Wed Mar 21, 2012 1:10 am    Post subject: Reply with quote Add User to Ignore List

you honestly might as well just not have the die roll, though, it's so far from being relevant
_________________
"Welcome to the Den. We will steal your car, burn your house, rape your wife, and kill your dog. Then we will say mean things to or about you. On the internet." -Frank Trollman
Back to top
View user's profile Send private message
John Magnum
Knight


Joined: 14 Feb 2012
Posts: 482

PostPosted: Wed Mar 21, 2012 1:26 am    Post subject: Reply with quote Add User to Ignore List

I'm trying to think how much of a difference it could ever make.

So, we're assuming that monsters have 6-7 HP per level. So, at level 10, monsters have 60-70 HP and your evocations to 1d10 + 45. So it always takes exactly two hits to drop the monster, no matter how you roll. Actually, even if you give the monster way more HP like a d12 and 18 Con for 110 HP... Well, then it's POSSIBLE to drop it in two hits if you max your damage rolls, but in literally 99% of all cases it takes three. Give your monster a d12 and 20 Con and it ALWAYS takes exactly three hits to drop.

If you want rounds-to-kill to be this deterministic, you could always do fixed damage.
_________________
-JM
Back to top
View user's profile Send private message AIM Address
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Wed Mar 21, 2012 1:31 am    Post subject: Reply with quote Add User to Ignore List

John Magnum wrote:
I'm trying to think how much of a difference it could ever make.

So, we're assuming that monsters have 6-7 HP per level. So, at level 10, monsters have 60-70 HP and your evocations to 1d10 + 45. So it always takes exactly two hits to drop the monster, no matter how you roll. Actually, even if you give the monster way more HP like a d12 and 18 Con for 110 HP... Well, then it's POSSIBLE to drop it in two hits if you max your damage rolls, but in literally 99% of all cases it takes three. Give your monster a d12 and 20 Con and it ALWAYS takes exactly three hits to drop.

If you want rounds-to-kill to be this deterministic, you could always do fixed damage.


I'm perfectly fine with your calculations, and thank you, it's a little difficult for me to visualize.

Like I said before, the damage roll is just a cherry. Mostly what people will be eating is a heaping pile of Evocation ice cream.
It's just something to make the damage different each round without scatter effect taking over.
Back to top
View user's profile Send private message
Bihlbo
Journeyman


Joined: 19 Nov 2010
Posts: 139

PostPosted: Wed Mar 21, 2012 2:15 am    Post subject: Reply with quote Add User to Ignore List

HP: I agree that rolling for hp is terrible. When I run games hp gains aren't random, but in every D&D-like game I've ever played hp have been rolled (using a variety of house rules, but most commonly we have rolled in front of everyone and written down the number). Edit: One GM who's run many of the games in which I've played has tried rolling for all monsters too. It sure takes longer, but he likes that we can't calculate a like-monster's hit points as soon as one dies. We try anyway. I killed a high-level vampire once with a disrupt undead because I knew he had exactly 1 hit point. I don't think he liked that, he wanted me to waste another heal. Rolling Eyes


Fundamental: What is the purpose of direct damage magic? Is the intent to build a character who can be a glass cannon? Is the intent to produce ranged damage options that further round out a group's tactical options? Or do you just want an option for when your character who doesn't sword things wants to reduce hp's?

When I see "1d6/level" or something like that it really makes me question the number of evocation spells. If they scale with level so well, why do you need more than 3? Because you're still casting low-level spells later on? Okay, then why not write the spells to adjust to vancian nonsense rather than making whole new spells?

It's non-standard, but why couldn't you make fireball 1st level with this description? "Deals 3d6 damage to every target in the area. Prepare this spell as a higher-level spell to add +2d6 damage for each spell level. When you prepare this spell you choose the damage type it uses: fire, cold, et cetera." Then you make a single-target version, and a range-touch-no-save version - your evocation spell list is complete. There's really no point in having more than one "cure wounds" spell either, for that matter.


Last edited by Bihlbo on Wed Mar 21, 2012 2:26 am; edited 2 times in total
Back to top
View user's profile Send private message
Judging__Eagle
Prince


Joined: 07 Mar 2008
Posts: 3875
Location: Lake Ontario is in my backyard; Canada

PostPosted: Wed Mar 21, 2012 6:49 am    Post subject: Reply with quote Add User to Ignore List

I'm personally thinking of having Hit Dice mean something you roll every time; reducing all attacks to 1 point of damage, with certain powers going to 2 or 3. Hit Points, and Hit Dice, become Hit Point Dice; with every creature starting off with zero to three Hit Point Dice to start.

Of course, this is only a half-baked idea; and I'm still using the full AWoD/AS health boxes and damage resolution system for now.
_________________
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
Back to top
View user's profile Send private message
deanruel87
Knight


Joined: 12 May 2008
Posts: 490

PostPosted: Wed Mar 21, 2012 7:08 am    Post subject: Reply with quote Add User to Ignore List

Instead of going up a die type couldn't you just add another D6 occasionally. So 1d6 at 1st, 2d6 at 5th, 3d6 at 10th and so on. It seems a medium that would make both parties happy. And really rolling 3 or 4 d6's isn't bad at all.
_________________
DSMatticus wrote:
Fuck you, fuck you, fuck you, fuck you. I am filled with an unfathomable hatred.
Back to top
View user's profile Send private message
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Wed Mar 21, 2012 12:27 pm    Post subject: Reply with quote Add User to Ignore List

deanruel87 wrote:
Instead of going up a die type couldn't you just add another D6 occasionally. So 1d6 at 1st, 2d6 at 5th, 3d6 at 10th and so on. It seems a medium that would make both parties happy. And really rolling 3 or 4 d6's isn't bad at all.


I thought of that too. By my own designs those 5-level breakpoints, normally when full BAB warriors get new attacks and Warlocks get their dumb invocation upgrades, are called Breakpoints.
I define what Breakpoints are in my writings each time, since it's outside of the classless system I made, which I suppose works as long as people know what it is.

So that would be 1d6 per Benchmark. I was also thinking that if those dice are tacked on, the per-level amount could stand to be reduced to something like 3 damage per caster level given the new average of 6-7 HP per PC level.
A lucky damage roll will still outright kill a level 1 mage though.


Bihlbo wrote:

Fundamental: What is the purpose of direct damage magic? Is the intent to build a character who can be a glass cannon? Is the intent to produce ranged damage options that further round out a group's tactical options? Or do you just want an option for when your character who doesn't sword things wants to reduce hp's?


The purpose is to kill the opponent quickly, but IMO not one-shot them.
2 hits is ideal given that there will probably be healing, resistances, CON boosts, etc.
I'm trying not to punish the glass cannons but with an average of 3 HP per level as by the "rolling for HP average" it's really just sad.
I'd rather port over Pathfinder's standard of giving all mage types d6s and max that, it would make balancing Evocations much easier.

My ultimate intend is to throw on rider effects and the Bloodied condition (perhaps not always called as such but still the same, "Half HP or less") so that mages can stand side by side with warriors and synergize to take down a foe quickly.
Back to top
View user's profile Send private message
Bihlbo
Journeyman


Joined: 19 Nov 2010
Posts: 139

PostPosted: Wed Mar 21, 2012 1:14 pm    Post subject: Reply with quote Add User to Ignore List

I like evocations for two purposes:
1. The main source of a spellcaster's attacks vs. hit points - used often and cheaply, and roughly on-par with a fighter.
2. Big damage, costly to use, reserved for when it's time to drop a foe who's already been softened up by other folks.
Back to top
View user's profile Send private message
hogarth
Prince


Joined: 27 May 2009
Posts: 3473
Location: Toronto

PostPosted: Wed Mar 21, 2012 1:59 pm    Post subject: Reply with quote Add User to Ignore List

Bihlbo wrote:
Fundamental: What is the purpose of direct damage magic? Is the intent to build a character who can be a glass cannon? Is the intent to produce ranged damage options that further round out a group's tactical options? Or do you just want an option for when your character who doesn't sword things wants to reduce hp's?

The point is to have an attack whose effects stack with the attacks of non-spellcasting party members.
Back to top
View user's profile Send private message
Bihlbo
Journeyman


Joined: 19 Nov 2010
Posts: 139

PostPosted: Thu Mar 22, 2012 1:57 am    Post subject: Reply with quote Add User to Ignore List

hogarth wrote:
Bihlbo wrote:
Fundamental: What is the purpose of direct damage magic? Is the intent to build a character who can be a glass cannon? Is the intent to produce ranged damage options that further round out a group's tactical options? Or do you just want an option for when your character who doesn't sword things wants to reduce hp's?

The point is to have an attack whose effects stack with the attacks of non-spellcasting party members.

That is the purpose of all class features, including spellcasting.
Back to top
View user's profile Send private message
hogarth
Prince


Joined: 27 May 2009
Posts: 3473
Location: Toronto

PostPosted: Thu Mar 22, 2012 4:38 am    Post subject: Reply with quote Add User to Ignore List

Bihlbo wrote:
That is the purpose of all class features, including spellcasting.

I'm not sure what you mean. There are many offensive spells that do not synergize with hit point damage.
Back to top
View user's profile Send private message
Aryxbez
Knight


Joined: 15 Oct 2010
Posts: 442

PostPosted: Thu Mar 22, 2012 5:30 am    Post subject: Reply with quote Add User to Ignore List

Oddly enough, in a D&D group I've played in the most reliably, we just maxed HP, instead of rolling it. Which only helped since we played rather non optimally, what with wizards casting fireballs, and cleric healing (they were just side-NPC characters). May as well max it for non-casters, they need all the good stuff they can get. Main problem seeing, is that monsters and NPC's have access to these spells too, so can be difficult to balance for both sides.

Also, I recall Frank suggested forth that Evocation spells as written, should all be one spell level lower. So a 3rd level spell should be 2nd, 2nd a 1st, and so on. Course, it meant there was no 9th level evocation spells, which case were encouraged to make up your own. Perhaps to take ideas from the Epic Level Handbook, where have fireballs blowing up entire cities or something.

Nowadays, I'd much rather have max, or a preset, like 4th edition does, course just do it better than they did.
_________________
Still digs this Thread as how Power Levels should be for Fighter types: http://community.wizards.com/go/thread/view/75882/19527850/Tiers_of_Power:_Fluffy,_video-demonstrated_benchmarks_for_level-appropriate_people.?pg=1

What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries
Back to top
View user's profile Send private message
RobbyPants
Prince


Joined: 06 Aug 2008
Posts: 3168

PostPosted: Thu Mar 22, 2012 12:59 pm    Post subject: Reply with quote Add User to Ignore List

Aryxbez wrote:
Also, I recall Frank suggested forth that Evocation spells as written, should all be one spell level lower. So a 3rd level spell should be 2nd, 2nd a 1st, and so on. Course, it meant there was no 9th level evocation spells, which case were encouraged to make up your own. Perhaps to take ideas from the Epic Level Handbook, where have fireballs blowing up entire cities or something.
Actually, he came up with an entire new list. Several spells were made much lower level. The most egregious example was Polar Ray (a normally 8th level spell which is weaker than Fireball).


FrankTrollman wrote:
Polar Ray is an insult to god and man. It's not a long legacy, it was introduced in 3.5 and before that it was merely one of several options for the much lower level Otiluke's Freezing Sphere. And of course, in Pathfinder, that would have to be called Freezing Sphere for copyright reasons, but that is neither here nor there.

The point however, is that in the conversion from AD&D to 3e D&D, the amount of hit points and energy resistance that creatures have has increased literally exponentially. And damage output from Evocations has not kept up in the slightest. And while we could plausibly attempt to push the envelope and pump up damage output to match, that would only be an arms race that no one would win.

Evocations in 3rd edition rules are primarily spells which serve to devastate low level opposition or to slowly but surely chip away at the defenses of opponents that pose reasonable threats. These are sometimes valid tactics, but they are not valid tactics to use one's highest level spells to accomplish. It takes a lot of magic missiles to bring down a Shadow, meaning that there is frankly no way that any Wizard is going to have enough spell slots to dedicate to doing that to make it a viable way to eventually beat such an opponent.

So here's the solution: reduce the spell level of these underperforming evocation spells. Since they scale in damage to your level, nothing actually bad happens if you get these spells early. Even a dozen or more levels early is perfectly fine because the damage scales to something level appropriate at low level. A polar ray cast by a 1st level character does just 1d6 of damage - half the damage that the same character could achieve by purchasing a vial of alchemist frost and throwing it at a target (same to-hit roll as well at any kind of close range).

So here's what the Evocation list should look like:

Evocation Cantrips

* Burning Hands
* Dancing Lights
* Light
* Magic Missile
* Shocking Grasp


Evocation 1st Level Spells

* Fireball
* Floating Disk
* Gust of Wind
* Lightning Bolt
* Polar Ray
* Sending


Evocation 2nd Level Spells

* Chain Lightning
* Cone of Cold
* Continual Flame
* Darkness
* Daylight
* Flaming Sphere (this spell badly needs to be better than it is, but that's another subject)
* Scorching Ray
* Shatter


Evocation 3rd Level Spells

* Delayed Blast Fireball
* Ice Storm
* Shout
* Tiny Hut
* Wall of Fire
* Wind Wall


Evocation 4th Level Spells

* Fire Shield
* Interposing Hand
* Resilient Sphere
* Wall of Ice

Evocation 5th Level Spells

* Forceful Hand
* Freezing Sphere
* Mage Sword
* Sunburst
* Wall of Force


Evocation 6th Level Spells

* Contingency
* Grasping Hand
* Shout, Greater


Evocation 7th Level Spells

* Clenched Fist
* Force Cage
* Prismatic Spray



Evocation 8th Level Spells

* Crushing Hand
* Meteor Swarm
* Telekinetic Sphere


Evocation 9th Level Spells

* 9th level Spells must be written for this discipline. Seriously, timestop? Shapechange? Wail of the Banshee? Astral Projection? Shades? Weird? Most disciplines have two game defining, god-fighting spells to choose from at 9th level. Evocation hasn't been given anything remotely decent for their top tier, so new, mountain leveling spells must be written for Evokers to have.

There. It's pretty much completely backwards compatible, but nonetheless puts Evokers in at being able to do something legitimately valuable - Killing Fools.

And no, having unlimited magic missiles or shocking grasps is not ungamebalanced at 1st level, or any level. Magic Missile tops out in damage at level 9, when it does 17.5 damage against any opponent who doesn't have concealment, cover, or spell resistance. But at level 9, a Rogue is literally inflicting 17.5 points of sneak attack damage with every single attack. And that's not total damage for the round, that's just the extra damage from a sneak attack. He still gets to do his weapon damage, and make his other attacks for that round. Shocking Grasp is very likely to hit, and it does a d8+1 damage. A Longsword in the hands of a Fighter is also very likely to hit and does a d8+4. While the shocking grasp is quite likely to have a better chance of hitting an orc warrior than the longsword is, it is also much more likely to do insufficient damage to drop the orc. Indeed, the Orc Warrior out of the SRD is more likely to drop in one attack from the 1st level Fighter than he from the 1st level Wizard - even factoring in the discrepancy in hit chances.

And no, casting fireballs at 1st level isn't unbalanced either. At 1st level it only does a d6 of fire damage, it's barely worth doing against many opponents. It certainly isn't putting color spray out of a job.

_________________
Click here to see the hidden message (It might contain spoilers)
Back to top
View user's profile Send private message
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Thu Mar 22, 2012 5:09 pm    Post subject: Reply with quote Add User to Ignore List

Robby do you have a link to the original thread?

Also, this explains why the Tome fiend spheres have access to Fireball as a SL1 spell. I was wondering all this time.

My problem with a SL1 Fireball is the range. It trumps all other evocations at caster level 1. You could have a small troop of wizards/sorcerers cast Fireball repeatedly and they would blow away any other level 1 party of any composition by the end of about 3 rounds.

Other than that, I agree totally with the change.
Back to top
View user's profile Send private message
RobbyPants
Prince


Joined: 06 Aug 2008
Posts: 3168

PostPosted: Thu Mar 22, 2012 5:55 pm    Post subject: Reply with quote Add User to Ignore List

sigma999 wrote:
Robby do you have a link to the original thread?.
I never frequented the Paizo boards, but this looks like it might be it.

I first saw a re-post of it here, a few posts down.
_________________
Click here to see the hidden message (It might contain spoilers)
Back to top
View user's profile Send private message
John Magnum
Knight


Joined: 14 Feb 2012
Posts: 482

PostPosted: Thu Mar 22, 2012 5:58 pm    Post subject: Reply with quote Add User to Ignore List

Except even at level 1 combats are over before three rounds is up. And they're spending a truly insane amount of resources to do so. At level 1, color spray, sleep, and silent image win entire encounters at the cost of one spell and some non-consumable actions. If you have the entire party spamming fireballs for round after round, that's a stunningly inefficient use of resources.

I mean, okay, if we're imagining five wizards prepping four fireballs each, that's twenty fireballs per day. Expected hit points are wildly variable across first-level encounters, but it looks like CR1 enemies tend to have 2d8 or 3d8. Assuming that they're all clustered tightly together and fail all their saves, that's three or four fireballs to win an encounter. So, if the wizards all win initiative together, they win most encounters in a single round and have something like a four to six encounter workday. Plus, they can do this at range.

This is pretty good, although you'll note that it relies on some extremely generous assumptions for our troop of fireball slingers. Of course, "five evokers" is still a pretty stupid party, and unless you also implement the evocation damage tweaks you've been talking about their expected workday starts changing in weird ways as level goes up.

It doesn't seem like it breaks the game in half.

EDIT: Bunch of dumb stuff here. I keep forgetting that 3.5 doesn't give you first-level encounters that aren't a big pack of CR1 enemies. If you're fighting enemies with one or fewer HD, the pack of fireball slingers does a lot better at level one.

Still, I think it just means that SL1 fireball joins the pantheon of first-level spells that end encounters, it doesn't tower over them laughing. An enchanter or illusionist or two with three or four buddies is definitely extremely competitive on the "chew through first-level encounters" front.
_________________
-JM


Last edited by John Magnum on Thu Mar 22, 2012 6:03 pm; edited 1 time in total
Back to top
View user's profile Send private message AIM Address
RobbyPants
Prince


Joined: 06 Aug 2008
Posts: 3168

PostPosted: Thu Mar 22, 2012 6:24 pm    Post subject: Reply with quote Add User to Ignore List

Well, basically, at 1st level, you'd be prepping good spells in your 1st level slots and using at-will Evocation cantrips for backup damage. You wouldn't bother with 1st level Evocations until you probably had 3rd level spell slots. You'll want at least one "win" spell per encounter.
_________________
Click here to see the hidden message (It might contain spoilers)
Back to top
View user's profile Send private message
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Thu Mar 22, 2012 8:51 pm    Post subject: Reply with quote Add User to Ignore List

Thanks for the links Robby. (EDIT: Strange seeing my own posts in the local thread; I've apparently read it, participated, and forgotten all about it)

As for Fireball, it was mostly the range and AoE that greatly outdoes those of other level 1 spells. 1d6/save half is fairly weak but at that distance nothing to scoff at.
Personally I'd have Fireball start at Close range with 10 foot radius as a SL1, and then scale up from there to the point when it's 2000 feet away and something like 100 foot radius dealing 15 damage per level or more as an SL7 or 8.


Last edited by sigma999 on Thu Mar 22, 2012 8:54 pm; edited 1 time in total
Back to top
View user's profile Send private message
Foxwarrior
Knight-Baron


Joined: 11 Nov 2010
Posts: 556
Location: US

PostPosted: Thu Mar 22, 2012 10:32 pm    Post subject: Reply with quote Add User to Ignore List

I agree with your Fireball scaling, sigma999. As a third level spell, Fireball isn't all that great of a spell to cast when you could be casting any other spell instead, but its Long range and 20 foot blast radius mean that there are plenty of times when you couldn't be casting any other spell instead. My main problem as a PF Evoker Wizard who aspires to be an artillery piece isn't that Fireball is level 3 (Fireballs a bit wimpy? Just burn through more slots: you've got the time, since enemies can't run that fast, and many can't fly), but rather that Fireballs with overcosted metamagic will be the best (damaging) evocations I can manage, even as a level 5 spell.

Too bad 3.5e spells don't scale that way. It could be easily written as a psionic power, though.
Back to top
View user's profile Send private message
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Mon Mar 26, 2012 1:01 am    Post subject: Reply with quote Add User to Ignore List

Since reconsidering the expected HP per level (most of you go with "half maximum plus 1" if averaged), I've decided to go with 4 rather than 5 damage per level of a spell.

This will leave even a Wizard with CON 10 at least at 1-2 HP on a bad roll for the variable amount, which should be roughly half the time if dealing 1d6 + 4 for each level beyond the first.

That's just where I want it.

I'll look into the fastest rate at which a character can afford CON boosting as by wealth per level, and increase damage from there.
I may have already done this last year and simply lost the TXT, it will take some searching.
Back to top
View user's profile Send private message
sigma999
Prince


Joined: 07 Mar 2008
Posts: 4251
Location: MD, USA

PostPosted: Mon Mar 26, 2012 1:13 am    Post subject: Reply with quote Add User to Ignore List

Strangely I wrote this up two years ago, which means it might have been posted elsewhere on this forum and I'll never know, but regardless.... this was my math at the time. I'll revise it from here.
Some of it near the end, I think was for a d20 variant that I abandoned. Ignore that.


Stat Entitlements (assuming baseline wealth, buying a CON boosting item when possible)
Code:

Level  Boost
1       
2       
3       
4       
5       
6       
7        +4 Enhancement
8       
9        +6 Enhancement, +1 Inherent
10       
11       +2 Inherent
12       +3 Inherent
13       +4 Inherent
14       +5 Inherent
15       
16       
17       
18       
19       
20       


Expected HP Gain
Code:

Level   HP+ per level
5       +1
7       +2
9       +3
11      +4
13      +5


Code:

Level   Average HP (assuming HD 6 and stat mod +2)
5       9
7       10
9       11
11      12
13      13


Damage Output (3 successful spells to end encounter)
Code:

Level   Average Spell Damage per Level (33% of max)
6 under 3
7       3
9       3
11      4
13+     4


Damage Output (2 successful spells to end encounter)
Code:

Level   Average Spell Damage per Level (50% of max)
6 under 4
7       5
9       5
11      6
13+     6


Increased Spell Damage
Code:

SL      Damage Per Caster Level (+ die + stat)
0       1
1       2
2       3
3-4     4
5-6     5
7       6
8       7
9       8


Static Spell Damage
Code:

CL      Spell Damage (base amount is 2d6 + stat)
1       6 per level
6       8 per level
11      10 per level
16      12 per level



EDIT:.. Yeah that looks awful. I'll have to redo it.




EDIT 2: Not to postspam, so I'll just edit this again.
By my calculations it's safe to increase spell damage at the following rate:

Spell Level 1: 1d6 + twice level for each level after first
SL2: Add twice level (1d8 +4 per level)
SL4: Add twice level (1d10 +6 per level)
SL6: Add twice level (2d6 +8 per level)
SL8: Add twice level (2d8 +10 per level)


Last edited by sigma999 on Mon Mar 26, 2012 1:49 am; edited 2 times in total
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Gaming Den Forum Index -> In My Humble Opinion... All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




Powered by phpBB © 2001, 2005 phpBB Group