Blu
2018-06-18, 03:18 PM
So i was thinking in ways to make blasting a better option overall, and the idea of using stat to damage sprout. Yes, i know casting in 3.5 is already pretty strong, but i feel that blasting is really basic option compared to other spells and most homebrew fixes i see to casting tend to put a shaft on blasting as well.
So FIRSTLY: To make blasting more worth it, the first change i would propose is to change how the spellcasting stats work.
For this my first tought would be so that the stat you need to cast spells is also the one that get's added to blasting spells while another stat is used to determine DC's. That way you make caster's more MAD without hampering blasting too much.
For example: A Wizard would need an INT score of at least 10+ Spell level to cast spells and his damage spells scale of INT. To determine the DC of his spells he would use his CAR or WIS score instead.
So now, for blasting i tought about three possibilities:
A) Spellcasters add a flat stat to total damage.
This is basically the Warmage ability given to everyone, it seems kind of weak to me but it could to shine in low levels or low power campaigns since it makes low level spells more efficient.
B) Spellcasters add STATxSpell level to total damage.
Giving a better chunk of damage to blast spells. Maybe if the numbers get too high, reducing the damage dice of blasting spells by one category might be necessary.
Here are some numbers to help you see how it can affect the damage of spells.
For a lvl 1 caster with 18 on his Stat using a spell that causes 1d6 damage:
1d6 = 3.5 avg damage
1d6 + 4 = 7.5 avg damage an increase of 114%
1d4 + 4 = 6.5 an increase of 86%
For a lvl 5 caster using a 3rd level spell that causes 5d6 damage:
5d6 = 17.5 avg damage
5d6 + 3*4 = 29.5, an increase of 69%
5d4 + 3*4 = 24.5, an increase of 40%
For a lvl 10 caster, with 20 on his Stat and using a +4 STAT item, casting a 10d6 damage 5th spell:
10d6 = 35
10d6 + 5*7 = 70, an increase of 100%
10d4 + 5*7 = 60, an increase of 71%
For a lvl 15 caster, using a +6 STAT item and casting a 15d6 damage 8th spell:
15d6 = 52.5
15d6 + 8*8 = 116.5, an increase of 122%
15d4 + 8*8 = 101.5, an increase of 93%
For a lvl 20 caster, using a +6 STAT item, a +5 Tome, and 23 on his stat, casting a 9th level 20d6 damage spell:
20d6 = 70
20d6 + 9*12 = 178, an increase of 154%
20d4 + 9*12 = 158, an increase of 126%
C) Giving a X*STAT, where X is a number based on how much damage dice the spells rolls. I was thinking on something around a third or half of damage dice, rounded up.
Here are some numbers using a third of damage dice as a base:
For a lvl 1 caster with 18 on his Stat using a spell that causes 1d6 damage:
1d6 = 3.5 avg damage
1d6 + 4 = 7.5 avg damage an increase of 114%
1d4 + 4 = 6.5 an increase of 86%
For a lvl 5 caster using a spell that causes 5d6 damage:
5d6 = 17.5 avg damage
5d6 + 2*4 = 25.5, an increase of 46%
5d4 + 2*4 = 20.5, an increase of 17%
For a lvl 10 caster, with 20 on his Stat and using a +4 STAT item, casting a 10d6 damage spell:
10d6 = 35
10d6 + 3*7 = 56, an increase of 60%
10d4 + 3*7 = 46, an increase of 31%
For a lvl 15 caster, using a +6 STAT item and casting a 15d6 damage spell:
15d6 = 52.5
15d6 + 5*8 = 92.5, an increase of 76%
15d4 + 5*8 = 77.5, an increase of 48%
For a lvl 20 caster, using a +6 STAT item, a +5 Tome, and 23 on his stat, casting a 20d6 damage spell:
20d6 = 70
20d6 + 6*12 = 142, an increase of 103%
20d4 + 6*12 = 122, an increase of 74%
Looking back, i think option C looks more viable, since if we drop the damage dice by one category, it seems like a fair buff to blasting.
Possible problems:
-When it comes to spells that require a save, like reflex for half or fortitude negates. The idea of making casters more MAD in a way that buffs blasting can backfire pretty hard. That way, maybe if go for option C without droping the dice category or option B to compensate a little for this. If you have an overall increase of 70%~100%, it can compensate for the fact that the DC's on spells is lower.
-Warmages, i don't really now how to aproach those, since i'm basically stealing a feature from that class, i think they deserve something in return. Maybe just adding a flat +1 to the multiplier might be doable.
So FIRSTLY: To make blasting more worth it, the first change i would propose is to change how the spellcasting stats work.
For this my first tought would be so that the stat you need to cast spells is also the one that get's added to blasting spells while another stat is used to determine DC's. That way you make caster's more MAD without hampering blasting too much.
For example: A Wizard would need an INT score of at least 10+ Spell level to cast spells and his damage spells scale of INT. To determine the DC of his spells he would use his CAR or WIS score instead.
So now, for blasting i tought about three possibilities:
A) Spellcasters add a flat stat to total damage.
This is basically the Warmage ability given to everyone, it seems kind of weak to me but it could to shine in low levels or low power campaigns since it makes low level spells more efficient.
B) Spellcasters add STATxSpell level to total damage.
Giving a better chunk of damage to blast spells. Maybe if the numbers get too high, reducing the damage dice of blasting spells by one category might be necessary.
Here are some numbers to help you see how it can affect the damage of spells.
For a lvl 1 caster with 18 on his Stat using a spell that causes 1d6 damage:
1d6 = 3.5 avg damage
1d6 + 4 = 7.5 avg damage an increase of 114%
1d4 + 4 = 6.5 an increase of 86%
For a lvl 5 caster using a 3rd level spell that causes 5d6 damage:
5d6 = 17.5 avg damage
5d6 + 3*4 = 29.5, an increase of 69%
5d4 + 3*4 = 24.5, an increase of 40%
For a lvl 10 caster, with 20 on his Stat and using a +4 STAT item, casting a 10d6 damage 5th spell:
10d6 = 35
10d6 + 5*7 = 70, an increase of 100%
10d4 + 5*7 = 60, an increase of 71%
For a lvl 15 caster, using a +6 STAT item and casting a 15d6 damage 8th spell:
15d6 = 52.5
15d6 + 8*8 = 116.5, an increase of 122%
15d4 + 8*8 = 101.5, an increase of 93%
For a lvl 20 caster, using a +6 STAT item, a +5 Tome, and 23 on his stat, casting a 9th level 20d6 damage spell:
20d6 = 70
20d6 + 9*12 = 178, an increase of 154%
20d4 + 9*12 = 158, an increase of 126%
C) Giving a X*STAT, where X is a number based on how much damage dice the spells rolls. I was thinking on something around a third or half of damage dice, rounded up.
Here are some numbers using a third of damage dice as a base:
For a lvl 1 caster with 18 on his Stat using a spell that causes 1d6 damage:
1d6 = 3.5 avg damage
1d6 + 4 = 7.5 avg damage an increase of 114%
1d4 + 4 = 6.5 an increase of 86%
For a lvl 5 caster using a spell that causes 5d6 damage:
5d6 = 17.5 avg damage
5d6 + 2*4 = 25.5, an increase of 46%
5d4 + 2*4 = 20.5, an increase of 17%
For a lvl 10 caster, with 20 on his Stat and using a +4 STAT item, casting a 10d6 damage spell:
10d6 = 35
10d6 + 3*7 = 56, an increase of 60%
10d4 + 3*7 = 46, an increase of 31%
For a lvl 15 caster, using a +6 STAT item and casting a 15d6 damage spell:
15d6 = 52.5
15d6 + 5*8 = 92.5, an increase of 76%
15d4 + 5*8 = 77.5, an increase of 48%
For a lvl 20 caster, using a +6 STAT item, a +5 Tome, and 23 on his stat, casting a 20d6 damage spell:
20d6 = 70
20d6 + 6*12 = 142, an increase of 103%
20d4 + 6*12 = 122, an increase of 74%
Looking back, i think option C looks more viable, since if we drop the damage dice by one category, it seems like a fair buff to blasting.
Possible problems:
-When it comes to spells that require a save, like reflex for half or fortitude negates. The idea of making casters more MAD in a way that buffs blasting can backfire pretty hard. That way, maybe if go for option C without droping the dice category or option B to compensate a little for this. If you have an overall increase of 70%~100%, it can compensate for the fact that the DC's on spells is lower.
-Warmages, i don't really now how to aproach those, since i'm basically stealing a feature from that class, i think they deserve something in return. Maybe just adding a flat +1 to the multiplier might be doable.