|
4 months ago ::
Feb 20, 2013 - 12:08PM
#21
|
Date Joined:
Jun 17, 2011
|
Before status effects are introduced, I feel that the current status effects need to be rebalanced and clarified. I totally support something like a disarming mechanic in a spell (slippery grease spray!), but currently, disarming a weapon has no negative consequences. According to the current combat rules, reaching down and picking up your dropped weapon can be performed as part of your action.
Similarly, being knocked prone only consumes 5 feet of movement, which is hardly a penalty at all.
I think the wizard should be versatile to do whatever the player wants to do. If he wants to do major single-target damage, he should be able to. Area-effects, sure. Conditions, sure. Utilities, Some combination of the previous, sure. The only limitation should be the amount of spell slots and prepared spells.
Since area-effect wizards are currently better than single-target damage wizards, then it stands to reason that they need to see some parity.
|
|
|
|
4 months ago ::
Feb 20, 2013 - 8:51PM
#22
|
Date Joined:
Apr 11, 2009
|
Monk class features are the same as they were in 3.5 Barbarian gained a few things, but it doesnt make it more complete than Rogue or Fighter Fighter especially seems like it gained the most amount of class features compared to his 3.5 version, and is to me much more complete than Barbarian or Monk
Wizard gains spells as class features
That's part of my point. Why is that acceptable? If you have two wizards with entirely different spell lists, what is it that makes them both wizards? Spell preparation? Having a spellbook? Why do all Monks have the ability to Flash Step around punching dudes with Meteoric Silver-Adamantine Magical fists, whether or not the character is based on Jackie Chan, Chun Li, or Naruto Uzumaki, but two wizards have virtually nothing in common after level one besides having "wizard" at the top of their character sheet?
That's what I mean. The class should have at least a handful of features that unify them and give the class an identity. In 4th edition, Fighters only got three class features, but each of them exemplified what it meant to be a Fighter. DDN Wizards should have something similar.
|
|
|
|
4 months ago ::
Feb 20, 2013 - 9:21PM
#23
|
Date Joined:
Apr 10, 2009
|
Before status effects are introduced, I feel that the current status effects need to be rebalanced and clarified. I totally support something like a disarming mechanic in a spell (slippery grease spray!), but currently, disarming a weapon has no negative consequences. According to the current combat rules, reaching down and picking up your dropped weapon can be performed as part of your action.
Similarly, being knocked prone only consumes 5 feet of movement, which is hardly a penalty at all.
I think the wizard should be versatile to do whatever the player wants to do. If he wants to do major single-target damage, he should be able to. Area-effects, sure. Conditions, sure. Utilities, Some combination of the previous, sure. The only limitation should be the amount of spell slots and prepared spells.
Since area-effect wizards are currently better than single-target damage wizards, then it stands to reason that they need to see some parity.
The weapon can also be picked up as part of my action. I can also imagine a spell which 'electifies' the weapon so that they take damage if they hold it or try to pick it up before the end of my next turn. Or grease might make it too slippery to use for that time. Even a variation of the old spell Heat Metal whicih makes it too hot to touch.
Knocked prone consuming only 5' of movement doesn't bother men much. I always thought it silly that it took my entire move in 4E. Perhaps there is a middle ground, however. Maybe it consumes half of your movement.
Regardless - that was my reasoning behind suggesting that different spells might have different damage values/ dice depending on how powerful the status effect is. A weaker status effect might do a bit more damage (I'm still thinking a single die - but different die sizes for different spells) while a stronger status effect could do less or no damage.
Carl
|
|
|
|
4 months ago ::
Feb 21, 2013 - 11:42AM
#24
|
Date Joined:
Jun 17, 2011
|
A Wizard should NOT deal as much damage as a melee fighter, the biggest difference being that melee comes with the innate risk of being in the front lines, taking all the damage
Wizards at will damage should be around slightly less than what a ranged fighter or ranged rogue can output, as they carry the same reduced risks as you do
Next Wizard at will damage should be LESS then them, because their primary task should be AoE damage and utility from using powerful limited usage spells, and they are still the kings of AoE damage
The problem is not exactly that wizards aren't hitting hard enough, its that melee damage is too high at the moment
Mele damage is too high! Yeah!!! Martial Damage dice makes a 1st level DnDN PC the equal of a 3rd or 4th level PC in 2nd ed.... and sometimes in 3rd edition as well.
|
|
|
|
4 months ago ::
Feb 21, 2013 - 12:30PM
#25
|
Date Joined:
May 12, 2009
|
Monk class features are the same as they were in 3.5 Barbarian gained a few things, but it doesnt make it more complete than Rogue or Fighter Fighter especially seems like it gained the most amount of class features compared to his 3.5 version, and is to me much more complete than Barbarian or Monk
Wizard gains spells as class features
That's part of my point. Why is that acceptable? If you have two wizards with entirely different spell lists, what is it that makes them both wizards? Spell preparation? Having a spellbook? Why do all Monks have the ability to Flash Step around punching dudes with Meteoric Silver-Adamantine Magical fists, whether or not the character is based on Jackie Chan, Chun Li, or Naruto Uzumaki, but two wizards have virtually nothing in common after level one besides having "wizard" at the top of their character sheet?
That's what I mean. The class should have at least a handful of features that unify them and give the class an identity. In 4th edition, Fighters only got three class features, but each of them exemplified what it meant to be a Fighter. DDN Wizards should have something similar.
That is suppose to be the benefit of the class, the large amount of customization
It even goes to compare the classes based on ease to make the class
Barbarian being the easiest to make, Wizard being the one that needs the most intelligence to make it
I rather more classes have more variation in customization than less, the Wizard should be seen as the benchmark, not the exception Meaning classes should move to being more like Wizard, not Wizard move to being more like other classes
|
|
|