• @gerusz@ttrpg.network
    link
    fedilink
    English
    71 year ago

    Casters also get proficiency up, that depends on total character level.

    And higher spell slot levels still increase the character’s damage output and specific utility. Some spells - such as Cure Wounds or Hold Person - are pretty much designed to be upcast, and some others (e.g. Heat Metal) are unexpectedly great. Someone with Bard 3 / Sorcerer 4 might only have second level spells, but a level 4 Heat Metal vs. a heavily-armored target deals 4d8 per turn without a saving throw for up to 10 turns.

    • @bouh@lemmy.world
      link
      fedilink
      21 year ago

      In the case of heat metal the better effect is the disadvantage it gives to the victim. 4d8 is not much. A lvl5 martial does this with a rusty one handed weapon, without a spell slot, two less levels, and I resource whatsoever.

      And then most lvl4 spells are much more powerful or much more useful.

      Multiclassing before lvl5 is usually a bad idea. You can twist the problem how you like, that’s how the game is designed.

      Take a paladin 4/fithter 3, and any smite will do much, much more than your heat metal. A champion 3/berzerker 4 (you must be really stupid to do that) will still do much, much more than your heat metal. And he will be able to do it as many time as you will.

      • @gerusz@ttrpg.network
        link
        fedilink
        English
        10
        edit-2
        1 year ago

        Read the spell description.

        Sure, 4d8 in itself is not much, of course. 4d8 per round as a bonus action for 10 rounds with a single spell slot, however, is a lot, especially at a level where a paladin only has second level smite slots. Which is why upcasting heat metal can be extremely powerful. (And it gives disadvantage for those 10 rounds, and there’s no saving throw or attack roll involved. If you’re wearing metal armor, it will fuck you up. And if you happen to be resistant or immune to fire, well, that bard 3 / sorc 4 might have transmuted spell.)

        • @bouh@lemmy.world
          link
          fedilink
          11 year ago

          I know the spell. I told you. Two attacks with a longsword from one hand will do more damage than that. I’m talking about a bland longsword and no ability whatsoever on top.

          On average, an ability modifier of +4 is about a d8, and +5 is about a d10. 2 longsword attacks make 4d8. 2 2hander attacks make about 5d8. That’s without any resource invested.

          You’re telling me that your awesome spell requires a lvl4 spell slot that you have 2 in the day to do less than any lvl5 martial would do without expanding any resources. And you need your enemy specifically to wear a metal armor, or your spell does about nothing.

          • @Kryomaani@sopuli.xyz
            link
            fedilink
            51 year ago

            I know the spell. I told you. Two attacks with a longsword from one hand will do more damage than that.

            4d8 for ten turns is on average 180 damage. For one bonus action, total. Two one-handed longsword attacks even at +5 assuming you never miss is 19 damage average. If they want to keep doing that they will have to expend their action every single turn. I have no clue why you assume the wizard is going to just take a coffee break after applying heat metal instead of using their actions to deal further damage every turn it’s active. The wizard wins out massively.

            I have no idea what you’re smoking but I want some too.

            • @bouh@lemmy.world
              link
              fedilink
              11 year ago

              If your enemy lives through 10 turns under heat metal you’re not really fighting it… Your assumptions are so delusional it’s hilarious.

              • @Kryomaani@sopuli.xyz
                link
                fedilink
                2
                edit-2
                1 year ago

                4d8 + cantrip, other spell or even melee attack every turn is still considerably more damage than 1d8+5 per turn, whether they do that for one, two, three, …, or ten turns. We are comparing damage per turn, the number of turns is irrelevant.

                At this point you have yet to make one cogent claim on the subject so I’m going to assume you’re trolling on purpose and will not engage you further. Have a good day, sir.

                • @bouh@lemmy.world
                  link
                  fedilink
                  11 year ago

                  What the fuck is this comparison? You compare a level 7 character to a lvl4 now? How crazy are you?

            • @gerusz@ttrpg.network
              link
              fedilink
              English
              1
              edit-2
              1 year ago

              (Minor correction, wizards have no access to heat metal. It’s only available to druids, rangers, and bards. But at level 7 wizards have access to Conjure Minor Elementals, which can summon 4 magma mephits and they each have one daily casting of heat metal.)

              Yep. While the bard-sorcerer maintains that level 4 heat metal, they can also do 2d10/turn with fire bolts if they don’t want to expend additional spell slots. Also assuming that all of those hit, that’s 110 additional damage beyond the 180 from the heat metal.