sounds like an
exciting adventure, guys!
I look forward to playing this too (arrgh all my friends are busy all the time with jobs and assignments and girlfriends and lame stuff like that...ugh).
Not to kick a dead horse, but if MM is auto-hit, it should do 1 HP damage! and recharge on a 1 on a D4 roll every round. That would keep it at-will but slow its spammyness down, and allow enemies time to escape (or pummel the wizard). I mean, let's face it, if the wizard can ping you from a safe place and you can't escape, you deserve what's coming to you. I'd say it should be auto-hit but the enemy has to be visible the entire time. No seeing the enemy once then you have heat-seeking, infrared xray neutrino radar on it. Infrared is enough (heat seeking. If it ducks behind a rock the missile goes straight and loses its target).
There was a card in Magic the Gathering that did something similar, wasn't there? It did 1 damage, period. Now, imagine a posse of wizards...all they do is have a wall of pikemen in front of them, and loose magic missiles every round, killing a few things and mopping the rest the next round. You could do wave after wave of zombies this way. I kind of like it. MM has to be at-will, because they promised us at-will attack spells, but the damage could be low (1 HP sounds good, at 1st level at least). Then you add more missiles, each doing 1 damage. That would be incredibly powerful because you could fire three at this guy then switch targets when it drops to put the other two in the final kobold, killing it too. That's a higher level wizard, mind you.
We don't want a game where you spend 20 rounds fighting...if the only person who can hit the enemy is 1HP damage missiles from the wizard, that's a bad adventure / enemy design. But then again...it's the little missile that *could*. I like the "always on" advantage idea too, but I'd prefer a recharge mechanic. Would add some spice for when you're out of spells and the enemy orc has finished off everyone but the wizard.
exciting adventure, guys!
I look forward to playing this too (arrgh all my friends are busy all the time with jobs and assignments and girlfriends and lame stuff like that...ugh).
Not to kick a dead horse, but if MM is auto-hit, it should do 1 HP damage! and recharge on a 1 on a D4 roll every round. That would keep it at-will but slow its spammyness down, and allow enemies time to escape (or pummel the wizard). I mean, let's face it, if the wizard can ping you from a safe place and you can't escape, you deserve what's coming to you. I'd say it should be auto-hit but the enemy has to be visible the entire time. No seeing the enemy once then you have heat-seeking, infrared xray neutrino radar on it. Infrared is enough (heat seeking. If it ducks behind a rock the missile goes straight and loses its target).
There was a card in Magic the Gathering that did something similar, wasn't there? It did 1 damage, period. Now, imagine a posse of wizards...all they do is have a wall of pikemen in front of them, and loose magic missiles every round, killing a few things and mopping the rest the next round. You could do wave after wave of zombies this way. I kind of like it. MM has to be at-will, because they promised us at-will attack spells, but the damage could be low (1 HP sounds good, at 1st level at least). Then you add more missiles, each doing 1 damage. That would be incredibly powerful because you could fire three at this guy then switch targets when it drops to put the other two in the final kobold, killing it too. That's a higher level wizard, mind you.
We don't want a game where you spend 20 rounds fighting...if the only person who can hit the enemy is 1HP damage missiles from the wizard, that's a bad adventure / enemy design. But then again...it's the little missile that *could*. I like the "always on" advantage idea too, but I'd prefer a recharge mechanic. Would add some spice for when you're out of spells and the enemy orc has finished off everyone but the wizard.