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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Tue Mar 20, 2012 11:28 pm Post subject: |
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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? |
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John Magnum Knight
Joined: 14 Feb 2012 Posts: 482
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Posted: Wed Mar 21, 2012 12:43 am Post subject: |
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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 |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Wed Mar 21, 2012 12:50 am Post subject: |
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| 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. |
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Schwarzkopf Knight-Baron
Joined: 02 Sep 2010 Posts: 631
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Posted: Wed Mar 21, 2012 1:10 am Post subject: |
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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 |
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John Magnum Knight
Joined: 14 Feb 2012 Posts: 482
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Posted: Wed Mar 21, 2012 1:26 am Post subject: |
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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 |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Wed Mar 21, 2012 1:31 am Post subject: |
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| 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. |
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Bihlbo Journeyman
Joined: 19 Nov 2010 Posts: 139
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Posted: Wed Mar 21, 2012 2:15 am Post subject: |
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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.
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 |
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Judging__Eagle Prince

Joined: 07 Mar 2008 Posts: 3876 Location: Lake Ontario is in my backyard; Canada
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Posted: Wed Mar 21, 2012 6:49 am Post subject: |
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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. |
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deanruel87 Knight

Joined: 12 May 2008 Posts: 491
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Posted: Wed Mar 21, 2012 7:08 am Post subject: |
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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. |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Wed Mar 21, 2012 12:27 pm Post subject: |
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| 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?
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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. |
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Bihlbo Journeyman
Joined: 19 Nov 2010 Posts: 139
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Posted: Wed Mar 21, 2012 1:14 pm Post subject: |
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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. |
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hogarth Prince

Joined: 27 May 2009 Posts: 3477 Location: Toronto
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Posted: Wed Mar 21, 2012 1:59 pm Post subject: |
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| 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. |
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Bihlbo Journeyman
Joined: 19 Nov 2010 Posts: 139
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Posted: Thu Mar 22, 2012 1:57 am Post subject: |
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| 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. |
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hogarth Prince

Joined: 27 May 2009 Posts: 3477 Location: Toronto
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Posted: Thu Mar 22, 2012 4:38 am Post subject: |
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| 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. |
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Aryxbez Knight

Joined: 15 Oct 2010 Posts: 442
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Posted: Thu Mar 22, 2012 5:30 am Post subject: |
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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 |
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RobbyPants Prince

Joined: 06 Aug 2008 Posts: 3169
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Posted: Thu Mar 22, 2012 12:59 pm Post subject: |
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| 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. |
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| tzor wrote: | OK FUCK THIS ALL ---- BYE BYE TGD
I didn't come here to get ulcers ---- You idiots can rot in your own progressive hell forever. |
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| DSMatticus wrote: | | People don't like realism in their fantasy games (unless it's the fighter, lol fuck that guy). |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Thu Mar 22, 2012 5:09 pm Post subject: |
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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. |
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RobbyPants Prince

Joined: 06 Aug 2008 Posts: 3169
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Posted: Thu Mar 22, 2012 5:55 pm Post subject: |
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| 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) First time:
| tzor wrote: | OK FUCK THIS ALL ---- BYE BYE TGD
I didn't come here to get ulcers ---- You idiots can rot in your own progressive hell forever. |
Hopefully last time:
| tzor wrote: | Don't worry, I won't bother posting anything "new" from now on.
Enjoy the hell you have created for yourselves. I'm out of here. |
Epic win by Fectin: Ignoratio!
| DSMatticus wrote: | | People don't like realism in their fantasy games (unless it's the fighter, lol fuck that guy). |
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John Magnum Knight
Joined: 14 Feb 2012 Posts: 482
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Posted: Thu Mar 22, 2012 5:58 pm Post subject: |
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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 |
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RobbyPants Prince

Joined: 06 Aug 2008 Posts: 3169
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Posted: Thu Mar 22, 2012 6:24 pm Post subject: |
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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) First time:
| tzor wrote: | OK FUCK THIS ALL ---- BYE BYE TGD
I didn't come here to get ulcers ---- You idiots can rot in your own progressive hell forever. |
Hopefully last time:
| tzor wrote: | Don't worry, I won't bother posting anything "new" from now on.
Enjoy the hell you have created for yourselves. I'm out of here. |
Epic win by Fectin: Ignoratio!
| DSMatticus wrote: | | People don't like realism in their fantasy games (unless it's the fighter, lol fuck that guy). |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Thu Mar 22, 2012 8:51 pm Post subject: |
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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 |
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Foxwarrior Knight-Baron

Joined: 11 Nov 2010 Posts: 556 Location: US
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Posted: Thu Mar 22, 2012 10:32 pm Post subject: |
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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. |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Mon Mar 26, 2012 1:01 am Post subject: |
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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. |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Mon Mar 26, 2012 1:13 am Post subject: |
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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
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Expected HP Gain
| Code: |
Level HP+ per level
5 +1
7 +2
9 +3
11 +4
13 +5
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| Code: |
Level Average HP (assuming HD 6 and stat mod +2)
5 9
7 10
9 11
11 12
13 13
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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
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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
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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
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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
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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 |
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