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10 Year Flaws: Scaling Spell Damage

🕑 Added 2025-09-04 17:32:29 +0000 UTC

Comments

Douglas Terbush

For blast spells why not increase the hit die at certain spell levels cast If a blast spell does 6d8 at level three spell slot then at level four spell slot it changes to 6d12 and then level five spell slot its 6d20. Less slots available to casters, increase the damage die for each slot. So say you have a party of four level 12's who get predated upon by a herd of 5 ascomoids. That is a hard encounter. The mage could cast a level four cast and do 6D12 or up to 72 vs the old way of 7d8 and up to 56 points. The damage doesn't go up exponentially but noticeable enough to be a wow. Bringing out the D12's or then the D20's opens up the eyes. A level four cast would cut the Ascomoids hp's by a 1/3rd and a level five cast would cut their hit points by 2/3rds. You could set up a mechanic when you max the damage to D20, now you get spell penetrance activated. You could also set a cap for the type of die for a level 1 spell, maybe you start at D6 and it caps at D10 and then its spell penetrance afterwards.

Lorenzo A. Ricciardi

Swinginess of 5e combat is definitely something to address. Average DPR can be very misleading, and some 5e monsters design is simply stupid: averaging "offense" and "defense" may lead to glass cannons with excellent TPK chances or overly tanky monsters for a total slugfest.

Olivier Grégoire

I feel like you're analyzing in a white room and totally missing the point of a group comboing at higher levels. Characters at level 15-20 all attacking with advantage and the vulnerable damage type, various buffs or debuffs that are passively applied, and such things. To me, higher hit points in the way you describe it is *not* an issue. For most of the combats I had at higher levels, the monster was at 100% hit points for 1-2 rounds because we had to mitigate his protections or apply buffs, then in 1-2 rounds the monster was down. The power level of blast spells is really okay.

Lorenzo A. Ricciardi

To me this seems the right solution to the wrong problem. I agree that the scaling in 5e is terrible (most spells' design is terrible IMO), but we need to keep in mind that spellcasters have an ever growing amount of spell slots. If a spell slot of a given level is designed to deal up to 12dmg per spell slot, high level characters won't have enough high level slots to deal the "required" amount of damage on a typical adventuring day and the given action economy. More than buffing the damage per spell slot, to me it seems more reasonable for spellcasters to be able to cast multiple low level damage dealing spells per round. Same effect, different mean.


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