Originally Posted by Stabbey
Originally Posted by Eugerome
I think the persistent effects are fine.


You are objectively wrong. They are not.

My 1d10 cantrip actually deals 1d6 direct, plus 1d4 from the instantly created fire surface, plus 1d4 burning, plus an additional 1d4 - without any saving throw - on the creature's turn when they try to move out of the fire surface, for a range of 4 to 18. And if there is more than one creature in the radius of the fire surface created, they take damage from the surface as well. Oh, and when you miss, you still deal 1d4 surface damage.

Meanwhile those characters using physical weapons are dealing 1d6 or 1d8. It's completely unbalanced.


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They are less prominent in DnD 5e because they require a lot of bookkeeping, something you don't have to do in a video game.


They ARE less prominent in 5e because they're tricky. But you fail to follow that train of thought to the station: they're not prominent in 5e and so the rules are based around surfaces not being prominent.


You are giving a perfect damage output of the firebolt cantrip. Character's don't always set on fire, may not move thus not take fire damage, etc.

Physical characters can deal (let's take a 1d6 single handed weapon) 1d6+Str/Dex for up to a max for a range of 4 to 9 with a +3 modifier. Then either add +2 ac from a shield or a 1d6 for a bonus action off hand attack (actually now it is 1d6 + str/dex even without two weapon fighting style for some reason, with a lower chance to hit) for an output of 15, which is not that far off.

I don't think the game should shy away from trying to implement things that would never work in 5e