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Switch to Forum Live View Cleric Cantrip Balance.
5 months ago  ::  Jan 16, 2013 - 3:23PM #21
xladyfayre
Date Joined: Dec 21, 2012
Posts: 709

Jan 16, 2013 -- 3:15PM, TwentythreeSeventeen wrote:

As much as I like rolling 2d6 lance of faith, its too powerful and not appropriate.
Wizards closest can trip does 1d10 and 2d6 is pretty much like here is a free great weapon that doesn't weight anything... at level one.



But having 1d6 would mean you cannot make a cleric that doesn't use a weapon. The other option is making it do 1d6 but if you are in x domain that gains Lance of Faith it does 2d6. This would be because if it doesn't gain a weapon or armor prof then it is proficient with that specific spell and would channel more of their deity's power through it.

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5 months ago  ::  Jan 16, 2013 - 7:46PM #22
Eric888
Date Joined: Mar 16, 2007
Posts: 1,395

Jan 16, 2013 -- 3:15PM, TwentythreeSeventeen wrote:

As much as I like rolling 2d6 lance of faith, its too powerful and not appropriate.
Wizards closest can trip does 1d10 and 2d6 is pretty much like here is a free great weapon that doesn't weight anything... at level one.



2d6 damage is too much? Factoring in stat mods it is less damage than a nonmagical quarterstaff and on par with a sling.

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5 months ago  ::  Jan 16, 2013 - 8:13PM #23
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,789

Jan 16, 2013 -- 7:46PM, Eric888 wrote:

Jan 16, 2013 -- 3:15PM, TwentythreeSeventeen wrote:

As much as I like rolling 2d6 lance of faith, its too powerful and not appropriate.
Wizards closest can trip does 1d10 and 2d6 is pretty much like here is a free great weapon that doesn't weight anything... at level one.



2d6 damage is too much? Factoring in stat mods it is less damage than a nonmagical quarterstaff and on par with a sling.




Yup 

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5 months ago  ::  Jan 17, 2013 - 7:31AM #24
TwentythreeSeventeen
Date Joined: Jan 9, 2013
Posts: 29
My bad, what about starting at d6 and scaling the cantrip at levels?
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5 months ago  ::  Jan 17, 2013 - 7:48AM #25
xladyfayre
Date Joined: Dec 21, 2012
Posts: 709

Jan 17, 2013 -- 7:31AM, TwentythreeSeventeen wrote:

My bad, what about starting at d6 and scaling the cantrip at levels?



It does have a progression. The cantrip goes up at level 7 and again at level 10. The problem I have with going to a d6 is that the cleric cannot do anything effectively at lower levels that doesn't involve a weapon. However, in PF we changed cantrips from a d4 to a d6+mod damage. So for a cleric it would be wisdom which for a non-weapon cleric then it would be fine. Then add d6s to it at levels 7-10. Because honestly a weapon-wielding cleric will be wanting to do damage mostly from cutting. This makes wisdom more useful for some cleric builds as well. 

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5 months ago  ::  Jan 17, 2013 - 12:54PM #26
TwentythreeSeventeen
Date Joined: Jan 9, 2013
Posts: 29
Maybe wisdom should govern clerics melee, like they are divinely powering up the sword? Idk this game is cray. Its better the simplier it is, yet they keep trying to add too much especially at the starting levels.
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5 months ago  ::  Jan 17, 2013 - 5:11PM #27
ClockworkNecktie
Date Joined: Dec 5, 2012
Posts: 762
I agree that Resistance should grant advantage on saving throws, but unfortunately Guidance granting advantage would be too powerful out of combat. (Imagine granting advantage on every search check, lockpicking, diplomacy check...) 
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5 months ago  ::  Jan 17, 2013 - 5:30PM #28
Eric888
Date Joined: Mar 16, 2007
Posts: 1,395

Jan 17, 2013 -- 5:11PM, ClockworkNecktie wrote:

I agree that Resistance should grant advantage on saving throws, but unfortunately Guidance granting advantage would be too powerful out of combat. (Imagine granting advantage on every search check, lockpicking, diplomacy check...) 



They should both be words of power. It would make them better in combat without becoming any better out of combat.

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4 months ago  ::  Feb 06, 2013 - 3:04AM #29
InchLabel
Date Joined: Aug 4, 2012
Posts: 35
I think Guidance and Resistance granting advantage would be fine, so long as they only apply to a single round action.  Search, pick lock, diplomacy all take multiple rounds, even minutes, but a single jump, spot or listen check to glimpse/detect something, int check to remember something, con check to concentrate, cha check to flash a smile, etc would be fine.  Word of power would be good too.  Casting resistance as a reaction would be good too.

I think Lance of Faith should do 1d10 damage like all the other damage cantrips, but have a secondary effect appropriate to clerics.  Maybe the target's concentration is broken unless they make a con save?  Good for caster versus caster battles perhaps.

I also find Cure Minor Wounds overpowered.  I think it should either
a) only cure 3 hp at a casting (to a maximum of 3 hp total, and stabilising anyone below zero but taking them from -x to 3-x hit points, or
b) work as is, but if the recipient were Unconscious previously, leave them Stunned for one round, and Prone for the following round.

My 5c.  Well 15c I guess.
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4 months ago  ::  Feb 06, 2013 - 6:23AM #30
Lharn
Date Joined: Aug 23, 2007
Posts: 28

Jan 16, 2013 -- 3:15PM, TwentythreeSeventeen wrote:

As much as I like rolling 2d6 lance of faith, its too powerful and not appropriate.
Wizards closest can trip does 1d10 and 2d6 is pretty much like here is a free great weapon that doesn't weight anything... at level one.




Remember that some of the wizard cantrips, while doing less damage also have an effect rider- shocking grasp effectivley negates OAs for a turn, ray of frost slows, chill touch prevents enemy healing.

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