Quote:
Originally Posted by
Ugganaut
Thought I'd try make up a toon to test the themes again, it's been awhile.
Level 1 Wizard/Abjurer
Themes: Protection, Force(1 Magic Insight), Ice(1 Magic Insight)
Thanks for doing this!
Mage forces you to take Arcane, but Force is also a good option. I'll allow either as the default Mage theme.
Quote:
Originally Posted by
Ugganaut
Resistance - Bladeward is a horrible cantrip when Dodge is a free option, so this was the only other choice.
See
https://www.reddit.com/r/dndnext/com...qx&sh=23379259. Blade Ward is actually better in many cases, but not worth the cantrip choice. I'd be happy to buff it a bit more, but have never seen a great option to do so.
Quote:
Originally Posted by
Ugganaut
Force Beam is d6, hit, range 30ft, no effect. Unless force damage is considered very strong compared to cold, the reduced damage and half the range seems underpowered compared to the other two.
Force Beam has no attack or saving throw ;)
Quote:
Originally Posted by
Ugganaut
Cone of Cold(like Burning Hands) does 5d6 for 1 mana. The augment is 2d6/mana. No slow effect(listed as a goal for cold spells). That initial damage seems rather high.
Ice Knife does 2d6p/3d6cold, and the augment is reverse 3d6p/2d6cold. Seemed odd.
5d6 for cones is appropriate according to my sheet. See changes below for the rest.
Quote:
Originally Posted by
Ugganaut
Force Hail. 2d10, 1d10 augment. Less min dmg, equal max dmg to things like Cone of Cold, but range of 120ft. However unlike Cone of Cold, if they make their saving throw, NO damage.
Force Hail, like other force spells, does not have an attack or saving throw.
Quote:
Originally Posted by
Ugganaut
What is the balance design philosophy? I assumed something that did pure damage(like Fire/Force) would do the most damage. Range is a benefit, and may reduce damage. AoE usually does less than single target, although not sure if the type of AoE differs in the reduction to damage.
Hit is usually preferable to Save, not sure that effects damage though, could be used to offset a better effect like Frostbite. An Effect reduces damage(Auto-hit, Slow, Push etc). Does damage type matter in the equation?
Trying to figure out how the spells are balanced so I know when to give feedback on potential issues. So far the cantrip/mana 1 Force spells seem weaker to the Ice spells.
Spell Balance balances the spells via math based values. Range is a benefit, AoEs calculate the number of creatures hit and have 33% of the value on damage not on the primary target. AoE types definitely impact the number of targets.
Hit chance and save chance is calculated based on Monster Manual averages. Hit has ~65% chance of success while save has ~55%, ya.
Effects are given values that either modify the damage or are CC type of effects.
Damage types are not a consideration. More creatures in the Monster Manual have fire resistance, sure, but resistances are often very obvious and players should use different spells. Resistances heavily depend on a GM and campaign. For example if you're playing in an underwater campaign then fire spells would be a bad choice, but that doesn't impact the balance of the spell.
Quote:
Originally Posted by
Ugganaut
Cantrips: I had 5 choices... RAW 5e has about 29 Cantrip options for Wizards.
You did not have 5 choices. You had 5 choices after you chose your Themes. Themes are the choice which depicts which cantrips you can take. When considering all themes:
Mages get Arcane or Force, so 1 cantrip on each, they get Protection(2), Teleportation(1), Fate (2), Charm (3), Acid, Air, Earth, Fire, Light, Poison, Storm, or Water(2,2,2,3,3,2,3,2), Illusion(2), Alteration (2), or Undeath (1).
So that's between 3-5 options from the assigned themes. With the 3rd theme there are a total of 51-53 options depending on the theme you choose. You can't cherry pick them as desired - that's a design goal.
Some themes need to add more cantrips and some cantrips need to be buffed. That should be the focus here imo.