On topic I really do wish WotC would spend some more time in the next edition revamping spells and making more options competitive, for instance lets look at frost fingers, worse damage, worse targeted save means that on average anyone will pick burning hands over frost fingers.. but if it had a kicker too it like reducing speed to zero or removing reactions it would have something going for it to offer you some other reason to take it.
I also want them to do something about third level spells they kept fireball and lightning bolt strong because 'legacy' but all it's done is turn other third lvl attack spells into pretty crap-tastic choices. You could argue Tidal wave for instance knocks prone on a fail but average 18 dmg vs average 28? That's a large disparity, not counting how Tidal wave also hits less targets than fireball.
As someone else said 'flavor is meaningless if nobody chooses them' and when the vast majority of your wizards/sorcerers are taking fireball at lvl 5 for an attack spell, than your other options are almost meaningless fluff on the pages. Frost Fingers/Tidal wave might not be terrible spells but the only time they are getting picked is during a thematic build
Reading this, the real problem is not about the spells, it's about people picking things for power over theme, which is pointless anyway because the DM will adjust the threats to the power of the PCs anyway. The spells do not need adjustment, the players' attitude need it.
And by the way, good luck with burning hands and fireball for example in Descent into Avernus... Circumstances matter too, and this is something that the DM has his hands on as well...
If playing descent that's about the ONE time you'd not pick those spells or go order of scribes to continue using them un-impeded.
The point is outside of a cryomancer or silver dragon sorcerer there really isn't a reason to pick frost fingers over burning hands your going to see the spell fail to hit for full effect more often and for less damage.
I've seen DMs ramp up certain aspects of a fight if something is being abused like hypnotic pattern, Ive not seen a DM change out monsters to give favorable saves for sub par attack spells or shave off HP cuse those attack spells picked deal less damage than average (IE tidal wave).
Also for 'circumstances matter' I don't think published material cares what you picked, if you went con save heavy into storm kings thunder I'm pretty sure your just boned, just like fire spells in descent (and not playing scribes) nor does AL nor does a ton of DMs that I've seen. Fact of the matter is some spells are easy picks simply because they are not DM dependent to ensure usefulness
It harkens back to things like greatsword vs greataxe, outside of barbarian or thematic "axe weilding guy" builds the greatsword is just the better pick, its damage is more reliable it and works better with the great weapon fighting style. So if your not set on wanting a greataxe swinging guy and your just looking for a two hander to give your martial... greatsword is better, more people will pick greatsword because greataxe doesn't have a nice kicker like it used to with its x3 crits
Also it negates the fact that you have to sacrifice power for flavor...which sure the DM can balance for it but why should that disbalance exist in the first place? There is no reason to not just have the most of the spell align the same for each one and each have its own unique rider....for example:
Burning Hands: 3d6 Damage DEX save- Rider: On a failed save Creature takes 1d4 Fire Damge each turn until they extinguish the flames (via themselves, ally, or environment)
Frost Fingers: 3d6 Damage DEX save- Rider: On a failed save each creature's speed is reduced by 10ft until the end of their next turn.
Acid Burp: 3d6 Damage DEX save- Rider: On a failed save the creature takes a -1 AC penalty until they wipe off the acid (via themselves, ally, or environment)
They are all more or less the same for damage but picking one might be better for character than another or the party. Obviously they could use a tweak or two but it took me about 4 minutes to come up with a simple design for different elemental spells to more or less balance them.
...And now you have a crippling dependence on enemies having low Dex saves, and have made sure Burning Hands is still more powerful than the others. (Except your Acid Burp might be more powerful in a few cases.)
Honestly, Frost Fingers is behind by 1.5, so the damage only needs to go up by a die size, 1d2, or +1, or have a slightly more effective rider attached. There are a few ways we can do this, these ones come to mind:
Any creature standing in liquid takes 1d2 additional damage as the liquid freezes, or an 2d2 if it's at least ankle-deep. Makes it situational, allowing it to do 10.5 ± 1.5; would thus be on roughly the same standing as burning hands, but with slightly less consistency and a slightly higher maximum damage. Downside is it would depend on more granular field condition tracking than usual.
Same as above, but additional damage for standing in liquid is 1d6 if at least waist-deep, 1d4 if at least ankle-deep, or 1d2 otherwise. Still situational, but with higher maximum damage output than above. Doesn't really feel like it's in the spirit of 5e, though.
Just make it 2d8+1 cold. (1.5 rounded down.) Is a rough match, but not optimal because 5e prefers having as few static modifiers as possible.
Make it 2d10 cold, rather than 2d8. This puts the average output at 11 and the maximum at 20, making it slightly stronger than burning hands. ...And then get ready for the inevitable argument that burning hands is bad and useless now.
Perhaps shorten it to Self (10-foot cone) and remove the verbal component, since there aren't any Lv.1 somatic-only damage spells in the game.
Note that in all above cases, damage should increase by 1d6 per level when heightened. Frost fingers' main advantage is that it scales better than burning hands, which makes it useful for a wizard that doesn't want to spend one of their free Lv.2 spells on a damage spell; it seems like it's meant more for support wizards than blasters. ...Its biggest problem is that we're talking about wizards, who can just go to the library to pick up a blast spell anyways, thus negating its primary balance factor. It's not a significant damage loss (2 maximum, 1.5 average, probably 1 in actual play), so you're not going to cripple yourself by taking it (worst-case scenario, one extra turn spent cherry-tapping an enemy or two that survived with ~1 HP), but how little damage is lost doesn't actually matter to people that complain about it doing less damage.
...On another note, I've been thinking, and True Strike actually does have a couple viable use cases, even strictly as written. It's still not exactly the best thing since sliced bread, but it's not necessarily completely useless, either.
Paired with a bonus action spell. If you use a BA spell, you can only cast cantrips with your action, which makes true strike a lot more appealing. ...It does still have to compete with actual attack cantrips, though, so this isn't the best use case. [Note that Bard/Sorcerer/Warlock/Wizard BA spells that don't use concentration is a very small list, consisting of Healing Word, Magic Stone, [Tooltip Not Found], Misty Step, and [Tooltip Not Found] from UA: Starter Spells, plus Divine Word for Divine Soul Sorcerers, Mass Healing Word for Divine Souls and Bards using TCE optionals, Sanctuary for Divine Souls & Genie or Raven Queen (UA: Warlocks & Wizards) Warlocks, Shillelagh for Hill Giant Soul (UA: Giant Soul Sorcerers) Sorcerers, and Spiritual Weapon for Divine Souls & Raven Queens. Nothing that particularly stands out as an ideal partner for true strike, sadly, but the option does exist.]
Rogues that can't attack this turn anyways. If they have access to true strike, they can use it and potentially free up their bonus action for Disengaging or Dashing (or double down with Hide, so they won't lose advantage even if they're found). This isn't so much ideal as making the best of a bad situation, and not particularly worth building around.
...That said, the fact that it takes so much effort to find a couple edge cases where the spell isn't actively detrimental to use strictly as written is telling. xD
...And now you have a crippling dependence on enemies having low Dex saves, and have made sure Burning Hands is still more powerful than the others. (Except your Acid Burp might be more powerful in a few cases.)
Honestly, Frost Fingers is behind by 1.5, so the damage only needs to go up by a die size, 1d2, or +1, or have a slightly more effective rider attached. There are a few ways we can do this, these ones come to mind:
Any creature standing in liquid takes 1d2 additional damage as the liquid freezes, or an 2d2 if it's at least ankle-deep. Makes it situational, allowing it to do 10.5 ± 1.5; would thus be on roughly the same standing as burning hands, but with slightly less consistency and a slightly higher maximum damage. Downside is it would depend on more granular field condition tracking than usual.
Same as above, but additional damage for standing in liquid is 1d6 if at least waist-deep, 1d4 if at least ankle-deep, or 1d2 otherwise. Still situational, but with higher maximum damage output than above. Doesn't really feel like it's in the spirit of 5e, though.
Just make it 2d8+1 cold. (1.5 rounded down.) Is a rough match, but not optimal because 5e prefers having as few static modifiers as possible.
Make it 2d10 cold, rather than 2d8. This puts the average output at 11 and the maximum at 20, making it slightly stronger than burning hands. ...And then get ready for the inevitable argument that burning hands is bad and useless now.
Perhaps shorten it to Self (10-foot cone) and remove the verbal component, since there aren't any Lv.1 somatic-only damage spells in the game.
Note that in all above cases, damage should increase by 1d6 per level when heightened. Frost fingers' main advantage is that it scales better than burning hands, which makes it useful for a wizard that doesn't want to spend one of their free Lv.2 spells on a damage spell; it seems like it's meant more for support wizards than blasters. ...Its biggest problem is that we're talking about wizards, who can just go to the library to pick up a blast spell anyways, thus negating its primary balance factor. It's not a significant damage loss (2 maximum, 1.5 average, probably 1 in actual play), so you're not going to cripple yourself by taking it (worst-case scenario, one extra turn spent cherry-tapping an enemy or two that survived with ~1 HP), but how little damage is lost doesn't actually matter to people that complain about it doing less damage.
Its a rough example but at least its a step in the right direction....You do not have to use DEX saves as its only an example of what you could do.
The take home point is: Damage is equal but effects are different.
Use riders on spells instead of damage differences to give an actual reason to use different elements.
...On another note, I've been thinking, and True Strike actually does have a couple viable use cases, even strictly as written. It's still not exactly the best thing since sliced bread, but it's not necessarily completely useless, either.
Paired with a bonus action spell. If you use a BA spell, you can only cast cantrips with your action, which makes true strike a lot more appealing. ...It does still have to compete with actual attack cantrips, though, so this isn't the best use case. [Note that Bard/Sorcerer/Warlock/Wizard BA spells that don't use concentration is a very small list, consisting of Healing Word, Magic Stone, [Tooltip Not Found], Misty Step, and [Tooltip Not Found] from UA: Starter Spells, plus Divine Word for Divine Soul Sorcerers, Mass Healing Word for Divine Souls and Bards using TCE optionals, Sanctuary for Divine Souls & Genie or Raven Queen (UA: Warlocks & Wizards) Warlocks, Shillelagh for Hill Giant Soul (UA: Giant Soul Sorcerers) Sorcerers, and Spiritual Weapon for Divine Souls & Raven Queens. Nothing that particularly stands out as an ideal partner for true strike, sadly, but the option does exist.]
Rogues that can't attack this turn anyways. If they have access to true strike, they can use it and potentially free up their bonus action for Disengaging or Dashing (or double down with Hide, so they won't lose advantage even if they're found). This isn't so much ideal as making the best of a bad situation, and not particularly worth building around.
...That said, the fact that it takes so much effort to find a couple edge cases where the spell isn't actively detrimental to use strictly as written is telling. xD
True Strike has no real purpose in the game....if you take it with the intent to use it as an action spell when you cast a BA....that is not really applicable in 99.9999% of cases.
Honestly you would be better off dodging with your action instead of True Strike in that case....at least that gives you a huge defensive advantage. I can also think of about 5 other cantrips that would be better overall choices instead of a niche application that you might use once in your play time.
Overall its not spell you build around, can use in the vast majority of cases, and are actively giving up another cantrip to get. Its 100% Useless overall unless you get it for free.
...And now you have a crippling dependence on enemies having low Dex saves, and have made sure Burning Hands is still more powerful than the others. (Except your Acid Burp might be more powerful in a few cases.)
As a rule of thumb non-humanoid monsters rarely get save proficiencies, you're unlikely to find crazy high DEX scores on Medium or larger creatures, using an area spell on a single target is wasteful, you'll likely have a mix of successes and failures and a failure still gets you half damage.
Odds are very good you'll average close to 75% of the spell's damage roll per target, unless resistance gets involved.
...And now you have a crippling dependence on enemies having low Dex saves, and have made sure Burning Hands is still more powerful than the others. (Except your Acid Burp might be more powerful in a few cases.)
As a rule of thumb non-humanoid monsters rarely get save proficiencies, you're unlikely to find crazy high DEX scores on Medium or larger creatures, using an area spell on a single target is wasteful, you'll likely have a mix of successes and failures and a failure still gets you half damage.
Odds are very good you'll average close to 75% of the spell's damage roll per target, unless resistance gets involved.
Of which fire resistance is extremely prevalent.
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If playing descent that's about the ONE time you'd not pick those spells or go order of scribes to continue using them un-impeded.
The point is outside of a cryomancer or silver dragon sorcerer there really isn't a reason to pick frost fingers over burning hands your going to see the spell fail to hit for full effect more often and for less damage.
I've seen DMs ramp up certain aspects of a fight if something is being abused like hypnotic pattern, Ive not seen a DM change out monsters to give favorable saves for sub par attack spells or shave off HP cuse those attack spells picked deal less damage than average (IE tidal wave).
Also for 'circumstances matter' I don't think published material cares what you picked, if you went con save heavy into storm kings thunder I'm pretty sure your just boned, just like fire spells in descent (and not playing scribes) nor does AL nor does a ton of DMs that I've seen. Fact of the matter is some spells are easy picks simply because they are not DM dependent to ensure usefulness
It harkens back to things like greatsword vs greataxe, outside of barbarian or thematic "axe weilding guy" builds the greatsword is just the better pick, its damage is more reliable it and works better with the great weapon fighting style. So if your not set on wanting a greataxe swinging guy and your just looking for a two hander to give your martial... greatsword is better, more people will pick greatsword because greataxe doesn't have a nice kicker like it used to with its x3 crits
Also it negates the fact that you have to sacrifice power for flavor...which sure the DM can balance for it but why should that disbalance exist in the first place? There is no reason to not just have the most of the spell align the same for each one and each have its own unique rider....for example:
Burning Hands: 3d6 Damage DEX save- Rider: On a failed save Creature takes 1d4 Fire Damge each turn until they extinguish the flames (via themselves, ally, or environment)
Frost Fingers: 3d6 Damage DEX save- Rider: On a failed save each creature's speed is reduced by 10ft until the end of their next turn.
Acid Burp: 3d6 Damage DEX save- Rider: On a failed save the creature takes a -1 AC penalty until they wipe off the acid (via themselves, ally, or environment)
They are all more or less the same for damage but picking one might be better for character than another or the party. Obviously they could use a tweak or two but it took me about 4 minutes to come up with a simple design for different elemental spells to more or less balance them.
...And now you have a crippling dependence on enemies having low Dex saves, and have made sure Burning Hands is still more powerful than the others. (Except your Acid Burp might be more powerful in a few cases.)
Honestly, Frost Fingers is behind by 1.5, so the damage only needs to go up by a die size, 1d2, or +1, or have a slightly more effective rider attached. There are a few ways we can do this, these ones come to mind:
Note that in all above cases, damage should increase by 1d6 per level when heightened. Frost fingers' main advantage is that it scales better than burning hands, which makes it useful for a wizard that doesn't want to spend one of their free Lv.2 spells on a damage spell; it seems like it's meant more for support wizards than blasters. ...Its biggest problem is that we're talking about wizards, who can just go to the library to pick up a blast spell anyways, thus negating its primary balance factor. It's not a significant damage loss (2 maximum, 1.5 average, probably 1 in actual play), so you're not going to cripple yourself by taking it (worst-case scenario, one extra turn spent cherry-tapping an enemy or two that survived with ~1 HP), but how little damage is lost doesn't actually matter to people that complain about it doing less damage.
...On another note, I've been thinking, and True Strike actually does have a couple viable use cases, even strictly as written. It's still not exactly the best thing since sliced bread, but it's not necessarily completely useless, either.
...That said, the fact that it takes so much effort to find a couple edge cases where the spell isn't actively detrimental to use strictly as written is telling. xD
Its a rough example but at least its a step in the right direction....You do not have to use DEX saves as its only an example of what you could do.
The take home point is: Damage is equal but effects are different.
Use riders on spells instead of damage differences to give an actual reason to use different elements.
True Strike has no real purpose in the game....if you take it with the intent to use it as an action spell when you cast a BA....that is not really applicable in 99.9999% of cases.
Honestly you would be better off dodging with your action instead of True Strike in that case....at least that gives you a huge defensive advantage. I can also think of about 5 other cantrips that would be better overall choices instead of a niche application that you might use once in your play time.
Overall its not spell you build around, can use in the vast majority of cases, and are actively giving up another cantrip to get. Its 100% Useless overall unless you get it for free.
As a rule of thumb non-humanoid monsters rarely get save proficiencies, you're unlikely to find crazy high DEX scores on Medium or larger creatures, using an area spell on a single target is wasteful, you'll likely have a mix of successes and failures and a failure still gets you half damage.
Odds are very good you'll average close to 75% of the spell's damage roll per target, unless resistance gets involved.
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Of which fire resistance is extremely prevalent.