cotillion wrote: ↑
10 May 2020 21:25
Things turned out to be worse than expected. So Arman is doing alot of rewriting.
What Cot has said. There are issues with the existing spell system around:
* spell difficulty settings and actual spell success in practice
* Combat aid bonuses linked to spell difficulty settings
* The factors impacting how spell damage is capped vs how melee special damage is capped
* Spell resistance in damage mitigation
Now don't get me wrong, the current spell system is balanced from a certain point of view for certain mortal levels. But it does result in a noticeable handbreak at upper levels in particular.
I am currently working on re-writing the formula for the third point and running some tests. Mindful this is pre-peer review, the new formula scales similarly to melee specials... I know a number of high-level spellcasters have commented that their spells don't seem to scale like fighters do at the top end... and that is certainly the case with the existing formula.
So changing the formula along the lines of what I am thinking will result in a greater damage range than there currently is at both the maximums and minimums - all else being equal.
And not all will remain equal. This increase in damage would be moderated by likely changes to how spell success scales and works in practice (point 1 and 2). Or not, depending on reviewing where point 4 comes into the equation. And it's likely we'll introduce a new dynamic to make it all work.
So a bit to do.