Timeline for Would it be game-breaking to allow casting spells at a higher level to increase the save DC for that spell instead of increasing damage?
Current License: CC BY-SA 4.0
19 events
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Apr 30, 2021 at 6:38 | comment | added | Kirt | Related: rpg.stackexchange.com/a/181774/23547 | |
Apr 30, 2021 at 3:30 | history | edited | V2Blast |
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Mar 10, 2020 at 18:44 | comment | added | Mark Wells | @MivaScott You're still looking at this at the tactical level: how it benefits your character to do it. But your character doesn't get to make decisions about changing the game rules; your player group does. How does it serve the goals of your player group to adopt this change? | |
Mar 2, 2020 at 17:32 | comment | added | MivaScott | @MarkWells, as you state, "What gameplay goal is served by giving the wizard even more flexibility in this way? (Especially since it's limited to spellcasters--the fighter isn't going to get to upcast Shove.)" This is partially true. It is not limited to Wizards, but all spellcasters. For instance, a Paladin can upcast Searing Smite which would make the fires harder to put out. This can have a huge impact when facing a troll. Low save means the fire it put out quickly and the troll can start regenerating sooner. But if the flames are harder to resist, then it keeps inhibiting regeneration. | |
Mar 2, 2020 at 17:24 | comment | added | MivaScott | Since there is a resurgence in attention; My gameplay goal is to rethink what adding power does. Generally speaking, all upcasting a spell does currently is add damage dice. This change would instead make spells harder to resist. For instance, I want to weaken an attacking ogre. Since an ogre with 1hp is just as powerful as an ogre with 59hp, doing more damage (unless the attack outright kills the beast) doesn't accomplish my goal. Instead, if I can hit with minimal damage, but ensure that some rider effect take hold, then I will have accomplished my goal. | |
Jan 6, 2020 at 16:20 | comment | added | Mark Wells | If you want to be a battlefield control wizard, can't you just prepare battlefield control spells? What I'm getting at is that, as a wizard, you already have a ton of flexibility--in almost any situation you've got something useful to offer. What gameplay goal is served by giving the wizard even more flexibility in this way? (Especially since it's limited to spellcasters--the fighter isn't going to get to upcast Shove.) | |
Jan 6, 2020 at 7:19 | comment | added | MivaScott | @MarkWells, Late response but here goes... As a player, I want the option to not just be a damage dealing wizard, but a battlefield control wizard. Generally, all upcasting does is tack on more damage, but that is not my goal. I want to make my spell harder to resist. While outside the scope of my original question, consider Banishment. Instead of upcasting to target more creatures, I want to make it tougher for a single creature.I want Earth Tremor to have a better chance of knocking the character prone. | |
Nov 21, 2019 at 7:00 | comment | added | Mark Wells | That's the "why" on why the character would want this. Clearly giving the squishy wizard another tactical option is a good thing, if you ask the squishy wizard. Why do you, as players want to do this? | |
Nov 21, 2019 at 5:35 | history | edited | MivaScott | CC BY-SA 4.0 |
Adding the "why?"
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Nov 20, 2019 at 22:17 | answer | added | minnmass | timeline score: 16 | |
Nov 20, 2019 at 22:07 | comment | added | Upper_Case | What are your goals for casters, and what might you mean by "fair"? In general I might suggest that giving casters even more flexibility than they already have, which they can exercise at moments of maximum convenience with no downsides or mitigation, is fundamentally "unfair", but there "fairness" is based on assumptions that may not hold in your game. What are you hoping the game will be like with this houserule, and what are you hoping the game will be less like? | |
Nov 20, 2019 at 22:06 | comment | added | NotArch | Doh! Good point :) Can't think of another spell that works like that...all good! | |
Nov 20, 2019 at 21:59 | comment | added | MivaScott | @NautArch, Okay, Bigby's Clenched Fist; no rider effect so disqualified. Bigby's Forceful Hand and Bigby's Interposing Hand; does not improve when cast at a higher level so disqualified. Bigby's Grasping Hand; it's a Strength check/challenge, not a saving throw, so disqualified. | |
Nov 20, 2019 at 21:47 | history | edited | V2Blast | CC BY-SA 4.0 |
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Nov 20, 2019 at 21:40 | review | Close votes | |||
Nov 20, 2019 at 22:10 | |||||
Nov 20, 2019 at 21:00 | history | tweeted | twitter.com/StackRPG/status/1197258450406912001 | ||
Nov 20, 2019 at 20:48 | history | edited | MivaScott | CC BY-SA 4.0 |
Expanded the acceptable criteria
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Nov 20, 2019 at 18:35 | history | edited | Sdjz | CC BY-SA 4.0 |
added 180 characters in body
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Nov 20, 2019 at 18:13 | history | asked | MivaScott | CC BY-SA 4.0 |