Dmg 5e player burning
The first group would lower the damage die by two steps for single target and one step for multi-target, while the last group would raise the damage die instead. If you include these as options, I'd put them in the first group.) As a general rule, magical damage of these types is one of the most effect, as there are little to no immunities and few resistances. (As an aside, some spells deal slashing, piercing, or bludgeoning damage. So you could, for example, arrange energy types into three groups:, , and. Here's a couple resources to help you:įrom this we can arrange the effectiveness of different energy types as follows:įorce > Radiant > Psychic > Thunder > Necrotic > Acid > Lightning > Cold > Fire > Poison You might scale the damage up or down slightly based on the energy type. I am interested in seeing how our idea can work.įrom what I'm hearing, a 3rd level energy ball should be 6d6 since it's so versatile. *I am asking please that we all refrain from comments about how what I and my players are doing is badwrongfun.
#DMG 5E PLAYER BURNING PC#
However when it comes to damage, I'm used to designing monsters, not PC abilities, and I'm a bit lost.įrom what I'm hearing, a 3rd level energy ball should be 6d6 since it's so versatile. Since it's my game, I can decide what sort of non-combat stuff is appropriate no problem.
Cool idea, but it's my job to implement them and balance it out. Likewise one of them came up with an idea for a spell that encompasses telekinesis, thunderwave, and levitate all as the same spell doing different things. Acid ball? Cold ball? Thunderball? A ball for every occasion. If you learn it you've got an AOE spell covered for your wizard. So fireball, for example, becomes energy ball and can be of any element and scales from levels 1-9. A wizard would get to know very few of these, say around half his total level, and that's it.
#DMG 5E PLAYER BURNING SERIES#
We all thought it would be fun* if we developed a very simple series of one-size-fits-all spells similar to those found in the 3.0 Wheel of Time RPG.
#DMG 5E PLAYER BURNING FULL#
We don't play much and my players avoid full casters because of the insane work involved in keeping up with dozens of spells. Let me see if I can relay this story in as short a way as possible: I'm afraid I'm going to have to spill the beans on what we are doing here. I have more rules than that, specifying what level library you need and how much money each week of research costs and how many successes you need, etc., but that's the gist of the approach.Well, in my case we don't have an actual player character researching the spells, so it's not really a matter of the spell being powerful or not in relation to research. This nicely explains outliers like Fireball (someone put significant effort into optimizing it once upon a time) and Drawmij's Instant Summons (created as a one-off over the weekend by a lazy wizarding grad student who had gems to burn and didn't care much about keeping the spell level low, since he only planned to ever cast it once). My approach: the further a spell deviates from baseline, the harder that spell is to research in the first place. What have you folks done when creating new spells? Any additional advice? So that makes me wonder, which metric do I align with? The 6d6 or 8d6? (naturally this is just one example, the philosophy would need to apply across the board). As I look at spells like Erupting Earth in the Elemental Evil sup. Now I've heard that WotC says they made "iconic" spells like fireball overpowered on purpose, and that seems be true. It says a 3rd level spell that hits multiple targets should deal close to 6d6 damage, but fireball deals 8d6 - and that's a significant damage bump. It's exactly what I'd want in such a product.Īs most here probably know, something is amiss.
Or do we? In the DMG there is a nifty little table that tells you about how much damage a spell should deal. What I need are a set of good guidelines - and we have them. However I am doing something unique - the details are many - and I don't have the luxury of just re-skinning a fireball this time. Normally I'd do what everyone recommends and just re-skin an existing spell. I am working on creating some spells for 5th edition.