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Switch to Forum Live View Fixing Magic Missile
3 months ago  ::  Feb 17, 2013 - 4:46AM #1
Doobledigoop
Date Joined: Dec 28, 2012
Posts: 181
I figured this would be the right forum for this.
It's commonly accepted that Magic Missile is so bad that pretty much the only way to use it that's not completely embarrasing is killing the last enemy in an encounter when you know its hitpoints are so low, that it is guaranteed to die (like if you know it's a minion, or if your DM told you its exact hitpoints because you aced that monster knowledge check). It's sometimes slightly less useless at level 1, but the scaling is just terrible. 

I'm looking for ways to houserule it, so that it becomes a viable option for players in my games.
There are a couple of options, like changing it back to the original 4e version (requiring an attack roll), increase the damage it deals (still not requiring an attack roll), have it do more than deal damage depending on Mage school (since they are the ones that have it automatically), etc.
These changes could be free, at the cost of feats or both.

What would you recommend?
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3 months ago  ::  Feb 17, 2013 - 4:50AM #2
erachima
Date Joined: Sep 4, 2010
Posts: 7,667
Just bring back the original version. It worked fine.
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3 months ago  ::  Feb 17, 2013 - 5:16AM #3
crazywolf
Date Joined: Aug 17, 2010
Posts: 183

Feb 17, 2013 -- 4:50AM, erachima wrote:

Just bring back the original version. It worked fine.


We have a wizard in our group, this is exactly what we did. 

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3 months ago  ::  Feb 17, 2013 - 6:49AM #4
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,149
Probably a better topic for homebrew...

But personally I think the answer is to just copy Hand of Radiance. Up its range to 20, change it to force from radiant. Good enough. Or Magic Stones, and probably leave untouched.
Keith Richmond
Living Forgotten Realms Epic Writing Director
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3 months ago  ::  Feb 17, 2013 - 9:24AM #5
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
Range 20, give it an extra target per tier, and critically, make it a thing that all wizards (and swordmages, artificers etc) get free - then you don't need to worry about it being under- or over-powered, it sits there as a situationally-useful part of the arsenal, rather than taking up an at-will slot.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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3 months ago  ::  Feb 17, 2013 - 9:30AM #6
baldhermit
Date Joined: Apr 3, 2010
Posts: 1,011
Doesn't change it's a waste of a perfectly good standard action.
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3 months ago  ::  Feb 17, 2013 - 10:20AM #7
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,090

Feb 17, 2013 -- 9:30AM, baldhermit wrote:

Doesn't change it's a waste of a perfectly good standard action.



Make it a minor.

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3 months ago  ::  Feb 17, 2013 - 10:24AM #8
Celerian01
Date Joined: May 27, 2011
Posts: 632
You just have to add a damage die of some sort to open up damage optimization, right?  Just make it do 1d4+INT (2d4 at 21), maybe?
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3 months ago  ::  Feb 17, 2013 - 10:25AM #9
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,149

Feb 17, 2013 -- 9:30AM, baldhermit wrote:

Doesn't change it's a waste of a perfectly good standard action.


Eh - Effect: kill 3 minions - is a valid use of a free ability.

Especially if it has a push 1 as well. Or is quickened. 

Keith Richmond
Living Forgotten Realms Epic Writing Director
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3 months ago  ::  Feb 17, 2013 - 11:02AM #10
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667

Feb 17, 2013 -- 9:30AM, baldhermit wrote:

Doesn't change it's a waste of a perfectly good standard action.




Feb 17, 2013 -- 10:25AM, Keithric wrote:

Feb 17, 2013 -- 9:30AM, baldhermit wrote:

Doesn't change it's a waste of a perfectly good standard action.


Eh - Effect: kill 3 minions - is a valid use of a free ability.

Especially if it has a push 1 as well. Or is quickened. 



This.

Also, it would be mostly there to let you actually be usefully enabled, deal autodamage even if you're a big penalties to hit, and autokill minions.  It's not uncommon that autodamage, particularly typed (I'd also probably give it the option of radiant or force at paragon) can be very useful.

Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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