One of the main issue with heal spells is that the minimum is far too low. The maximum does need to be buffed, but its the minimum that needs buffing more.
So 5d12+5 (for example) is 10 - 65, a massive range for a high level spell. A smaller and tighter range may work better and still feel like it has impact.
Say something like 1d6+3+spellcasting modifier per spell level. That way you have (as a 5th level spell) (5d6+15)+modifierx5, and that gives you a range of 20 - 45 (45 - 70 for a 20 modifier) per person. It's stronger than the base spell, but not as extreme as if you did (5d12+5) x modifier which could end up (if people troll the stat) of 10 - 70 x 5 (50 to 350 HP).
Multipliers on the BASE roll is extremely powerful, more so than many think. It being added to the per level formula is strong but not so extreme.
Or if you did the 1d12+spellcasting, change that to (1d6+3 / level) + spellcasting modifier which would be (at level 5 spell slot) 5d6+15 + modifier(5 for a 20 modifier) and thus a result of 20 - 45 (25 - 50). Which again is still a lot stronger than base, both because the minimum and maximum is buffed.
Being able to target the same person multiple times is perfectly fine, so no thoughts on adjustments there.
Of course I'd personally do that to all the cure spells across the levels. ie instead of 1d8 making it 1d6+3 (stronger, but not massively so). But you're focusing on MCW for this mod.
Hope that's all clear. Tried to keep it simple and concise, but math is math after all!
Sorry, Mass Cure Wounds. Should have avoided abbreviations.
I'm looking at your other spells and making similar suggestions. I do like your work, but yeah I've noticed many spells use spellcasting multiplier, which can become obnoxiously powerful.
Some of this mindset comes from having been a GM in face to face gaming over the years. And one time, stupidly enough, tried to create my own RPG system. Balance is always a tricky thing, especially because players love finding ways to break things. When you're talking single player, balance isn't AS critical, but a balanced system helps in regards to designing encounters and all that.
Thank you sincerely for your ongoing support of the modding community. I've noticed that certain legendary actions from patch 5 seem to be absent in my game. I would greatly appreciate it if you could assist me in verifying the presence of Shout_MidasWrath_TollCollector in your game. This shout is utilized by Interrupt_MidasWrath_TollCollector, yet the multitool is unable to locate it. If you find the time to undertake this additional task, your efforts would be truly valued. Thank you again.
Curious, After patch 5, this spell is gone from my game. I use multitool to do a searching, but no luck to find it. The legendary action in act 2 toll house uses this shout, it cannot trigger properly now when I play honour mode. Would you provide the txt file for me? Thank you.
12 comments
One of the main issue with heal spells is that the minimum is far too low. The maximum does need to be buffed, but its the minimum that needs buffing more.
So 5d12+5 (for example) is 10 - 65, a massive range for a high level spell. A smaller and tighter range may work better and still feel like it has impact.
Say something like 1d6+3+spellcasting modifier per spell level. That way you have (as a 5th level spell) (5d6+15)+modifierx5, and that gives you a range of 20 - 45 (45 - 70 for a 20 modifier) per person. It's stronger than the base spell, but not as extreme as if you did (5d12+5) x modifier which could end up (if people troll the stat) of 10 - 70 x 5 (50 to 350 HP).
Multipliers on the BASE roll is extremely powerful, more so than many think. It being added to the per level formula is strong but not so extreme.
Or if you did the 1d12+spellcasting, change that to (1d6+3 / level) + spellcasting modifier which would be (at level 5 spell slot) 5d6+15 + modifier(5 for a 20 modifier) and thus a result of 20 - 45 (25 - 50). Which again is still a lot stronger than base, both because the minimum and maximum is buffed.
Being able to target the same person multiple times is perfectly fine, so no thoughts on adjustments there.
Of course I'd personally do that to all the cure spells across the levels. ie instead of 1d8 making it 1d6+3 (stronger, but not massively so). But you're focusing on MCW for this mod.
Hope that's all clear. Tried to keep it simple and concise, but math is math after all!
Can you tell me what is MCW?
I'm looking at your other spells and making similar suggestions. I do like your work, but yeah I've noticed many spells use spellcasting multiplier, which can become obnoxiously powerful.
I added D variants according to your feedback.
Game with patch 5 does not have it. I am sure I saw it in files before patch 5. Do you need to find its definition?