If I made a spell with chill touches rider, not regaining hit points for a turn, and a con save instead of a spell attack roll would it being a save and less reliable balance making it a d10 for the damage roll?
no... I have my own rules for balancing cantrips (I can go into depth if you want) but range and save spells are equal to me because they both have their own advantages and disadvantages. I'd say no higher than d8 like the original spell, unless you're going to use a common damage type.
no... I have my own rules for balancing cantrips (I can go into depth if you want) but range and save spells are equal to me because they both have their own advantages and disadvantages. I'd say no higher than d8 like the original spell, unless you're going to use a common damage type.
Not necessary to go in depth, but I'm interested about your rationale for the advantages and disadvantages of ranged vs. saves. :)
well, just remember that these are my opinions and one is based on how the players (from my experience) feels in regard to this, but here's the main two in my opinion.
Saving Throws; ignores AC, the player can choose the save, vs Range Attacks; a single fixed number, allows critical hits
Players could use this to their advantage, which can be viewed as metagaming, but if a character can determines that it would be easier to force the target to make a certain saving over a spell attack. Like if there was an armored hill giant, the player could determine that because of the creatures armor it might be easier to hit them by do mental attacks instead. Allowing the player to choose a saving throws that's a possible weakness of the target rather than trying to over come a single fixed number. Though if they do this, they also lose the chance to gain an critical hit against the creature, but might have a higher chance to deal damage to target.
Who rolls the dice impacts how the player views a success/failure
When a player misses a spell attack, generally the mentality is "The player failed the roll," compared to "DM (or whoever makes the rolls succeeded" at the cost of the player success. If a player has one of those nights where they feel that their dice are against them, a possible fix to this is they could switch to saving throw spells (if they're able to,) to levitate the stress that's accruing by the feeling of THEY are failing.
For me, certainly not. Spells with saves have a lot of advantages over those with are ranged attacks, in particular there is no problem of cover. So, if anything, the damage should be less than the one for the initial spell.
For me, certainly not. Spells with saves have a lot of advantages over those with are ranged attacks, in particular there is no problem of cover. So, if anything, the damage should be less than the one for the initial spell.
Cover still affects Dex saves.
True, I should have asked which kind of save, but if you look at cantrips with save, those with rare saves have lower damage.
For the the spell in regards to the OP, the spell could be Dex, Con, Wis, or even Cha but that depends on how they want to flavor the spell (which we didn't get any, just the idea of the no healing effect with a question of damage die) and usually the saving throw cantrips have secondary effects thus the lower damage.
If I made a spell with chill touches rider, not regaining hit points for a turn, and a con save instead of a spell attack roll would it being a save and less reliable balance making it a d10 for the damage roll?
no... I have my own rules for balancing cantrips (I can go into depth if you want) but range and save spells are equal to me because they both have their own advantages and disadvantages. I'd say no higher than d8 like the original spell, unless you're going to use a common damage type.
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well, just remember that these are my opinions and one is based on how the players (from my experience) feels in regard to this, but here's the main two in my opinion.
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Cover still affects Dex saves.
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For the the spell in regards to the OP, the spell could be Dex, Con, Wis, or even Cha but that depends on how they want to flavor the spell (which we didn't get any, just the idea of the no healing effect with a question of damage die) and usually the saving throw cantrips have secondary effects thus the lower damage.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.