One thing which annoys me about how I've designed the spell slot progression is due to how messy it is. The ratio of higher level spell slots gained per level keeps changing and I introduced the "encounter" spells which complicate it even more.
Maybe simple is best?
My original idea for balancing mages was implemented in a very simple manner; 6 spell slots, gain of 3 of the highest level spell slot every level. Like so:
Tier 1: Adventurer (3, 6, 3:3, 6)
Level 1: 3 Level-1 Spells-slots
Level 2: 6 Level-1 Spells-slots
Level 3: 3 Level-2 Spells-slots, 3 Level-1 Spells-slots
Level 4: 6 Level-2 Spells-slots
Tier 2: Heroic (3:3, 6, 3:3, 6, 3:3, 6)
Level 5: 3 Level-3 Spells-slots, 3 Level-2 Spells-slots,
Level 6: 6 Level-3 Spells-slots
Level 7: 3 Level-4 Spells-slots, 3 Level-3 Spells-slots
Level 8: 6 Level-4 Spells-slots
Level 9: 3 Level-5 Spells-slots, 3 Level-4 Spells-slots
Level 10: 6 Level-5 Spells-slots
And so on so forth. Simple and clean right?
The problems came in when I reached level 19:
Level 17: 3 Level 9 Spells-slot, 3 Level 8 Spells-slots
Level 18: 6 Level 9 Spells-slots
Level 19: 6 Level 9 Spells-slots
Level 20: 6 Level 9 Spells-slots
...that problem being that there are no level 10 spell slots in D&D. Whoops.
Perhaps there are ways around it. For example, I could have:
Level 19: 7 Level 9 Spells-slots
Level 20: 8 Level 9 Spells-slots
Which makes increased the number of spell slots players need to juggle. Also, the relative power of the mage has jumped at level 19 and 20.
Level 20: 8 Level 9 Spells-slots
Which makes increased the number of spell slots players need to juggle. Also, the relative power of the mage has jumped at level 19 and 20.
level | Spell 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Value | Target | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 3 | 3 | |||||||||
2 | 6 | 6 | 6 | |||||||||
3 | 3 | 3 | 9 | 9 | ||||||||
4 | 6 | 12 | 12 | |||||||||
5 | 3 | 3 | 15 | 15 | ||||||||
6 | 6 | 18 | 18 | |||||||||
7 | 3 | 3 | 21 | 21 | ||||||||
8 | 6 | 24 | 24 | |||||||||
9 | 3 | 3 | 27 | 27 | ||||||||
10 | 6 | 30 | 30 | |||||||||
11 | 3 | 3 | 33 | 33 | ||||||||
12 | 6 | 36 | 36 | |||||||||
13 | 3 | 3 | 39 | 39 | ||||||||
14 | 6 | 42 | 42 | |||||||||
15 | 3 | 3 | 45 | 45 | ||||||||
16 | 6 | 48 | 48 | |||||||||
17 | 3 | 3 | 51 | 51 | ||||||||
18 | 6 | 54 | 54 | |||||||||
19 | 7 | 63 | 57 | |||||||||
20 | 8 | 72 | 60 |
Still, maybe this is the better system? Folks hardly ever reach 19 and 20 anyway, and those spells at level 19 and 20 are capped at the potential of a level 9 spell rather than a level 10 spell.
But here's the thing. Folks know that being able to cast six instead of three 9th level spells is a big deal. Intuitively, being able to cast seven instead of six 9th level spells doesn't sound like a big deal, in spite of the math showing otherwise. Wizard Level 19 and 20 SEEMS less worthwhile, even though Wizard level 19 and 20 gives the biggest benefits.
If only there were 10 spell levels instead of 9!
... what if we create a 10th spell level? Is there a spell so ridiculously overpowered that it demands a spell level of it's own? More so than Meteor Shower?
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Wish
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires...
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Ah. Wish. The most game breaking of all the game breaking spells in the wizard's repertoire. Why is it still in the game? How the hell are aspiring game designers supposed to design games around Wish? So we could just shift wish over to it's special own level 10.
Except... we don't have an equivalent for wish in Bard, Druid and Cleric. Cleric maybe some sort of divine intervention equivalent.
I think I should just use this version instead. It's so much cleaner, and players who cannot recognize the worth of level 19 and 20, well their loss.
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