Search This Blog

Thursday, March 20, 2025

Two fireballs one round - 3.5e vs. 5e Sorcerer vs. 2024 changes

Side note, Warlock2024 gets all(?) patrol spells instead of some?? I dont follow the DungeonDudes just yet: https://tabletopjoab.com/dnd-2024-warlock-changes/      and   dung.dudes:   https://www.youtube.com/watch?v=nVQGrE6wBtg&list=LL


 Apparently they got rid of the fighter action surge (multiclass) to let Sorc cast 2 fireballs per round. 

2014 also says somewhere "can cast a fireball + a cantrip" in one round with quickened spell. 

2024 says: "can cast fireball + cantrip ... or fireball + misty step" I think... if misty step is a reaction or something. 

A lot of ppl whine that the martial classes dont like sorcerers casting two fireballs in a round b/c nuke bosses. AND actually, this was back when bosses had HALF the hitpointS needed, as 2024 double HPs. 


In 3.5e, a 20th level sorcerer could actually cast 3 fireballs in a round. The thing is in 3.5e, you had to store those spells in two slots higher or something like that to quicken them. Metamagic feats. 

But in Balders Gate 3, u definitley can cast 2 fireballs in one round. So what is going on here? 

In 1e and 2e, fireballs and lightning bolts definitely did more dmg at higher level automatically... and bosses had less HP. So what is going on here? 

One forum argument is that you need to ahve 6-8 fights per day, so they try to not use up too many spells. But "most tables dont do that many fights per day" argument. 


One guy says, in regards to dung.dudes 2024 rules to put in 2014, and quickened spells: 

My House Rule for Spells in a Turn, is that you can cast a number of Spell-Slots-Worth of Spells, equal to the highest level spell you can cast.

I.E. 12th level Sorcerer can cast Disintegrate (6 Spell Levels). And then they're done for the turn.

12th level Sorcerer can cast Fireball (3 Spell Levels) then Quicken another Fireball (3 Spell Levels) [this is not something a 10th level or lower Sorcerer could do].

If you wanted to Counter the Counterspell the enemy caster would invariably cast, you needed to save 3 levels for that; so:

12th level Sorcerer could Misty Step (2 Spell Levels), Burning Hands (1 Spell Level), and Counterspell (3 Spell Levels).

10th level Paladin/2nd level Fighter, could Divine Smite twice [we took out the dumb Bonus Action requirement] (1 Spell Level x2), Action Surge, and Smite one more time (1 Spell Level), but not a fourth.

But if they did a 3rd level Smite, that's it for the turn.

Other table does it so max level 2 spell as 2nd spell, if i read correctly... ... :
In regard to bonus actions and leveled spells, I like how our table does it. Think like a bard with jack of all trades, sort of. If you cast a leveled spell on your turn (action or bonus action), you can use the other action to cast a spell of a level equal to half your proficiency bonus (rounded down) minus one. So levels 1-8, it is like how it has been. Levels 9-16, you can cast a leveled spell and a level 1 spell if you have the means to do so with both action and bonus action. And 17+, any spell and a level 2 spell.

And this sounds like the best of all worlds:
Regarding Spells, I use a Homebrew Rule that allows to cast multiple Spells within the same round in general - with a BUT. For my Homebrew Rule I divided Spells into 2 categories - "Low Level" and "High Level" Spells. And these Categories shift with growing Levels because it depends on your highest available Spell Slot which is considered what. Every Spell HALF your highest Spell Slot Level (rounded down) and below is considered "Low Level" everything above "High Level". For Example, Level 7 Wizard has access to lvl 4 Spell Slots - Half of that is lvl 2, so lvl 1 & 2 Spells are low level. You can always cast multiple Spells like i said, BUT if you want to cast multiple High Level Spells within a Turn you make a DC15 Constitution Save, on a fail you gain 1 Exhaustion as the channeling of so much magic in short time drains you r energy quite a bit. The Spells are cast nonetheless, if you suceed or not. You can however cast multiple low level Spells or 1 High + low level Spells in a Round. If you trigger the mentioned Con Save successively in rounds, the DC goes up to 20. Players think twice before doing it mindlessly, because it can stack up pretty fast if your Con isn't that great while still getting the chance to pull off cool combos.
Show less

This guy says works fine, probably have many fights a day: https://www.reddit.com/r/dndnext/comments/svugi4/i_let_my_sorcerer_players_use_quickened_spell_to/

And 2024 got rid of action surge workaround - https://gbtimes.com/gaming/can-you-quicken-spell-fireball/

No comments:

Post a Comment