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The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
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Playing the Game
Story Hour
Dark Sun 3E Story Hour: Sands of Blood (updated 9/20)
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1609872" data-attributes="member: 1165"><p>Yeah, I have that book too. I lent it out to a thri-kreen player in a campaign I'm not running; now he doesn't want to give it back <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>Well, it's new to me too... if I were to look at the various spells at the same level none do the same amount of damage, except possibly <em>scorching ray</em>.</p><p></p><p>I haven't used this much from a purely flavor issue (I'd rather use <em>spontaneous combustion</em> or a slightly reflavored <em>energy current (fire)</em>.</p><p></p><p>In any event the power starts off saying you fire a missile (as in, a single missile) that does 3d6 damage, yet it can somehow hit multiple targets. I would have liked to see a picture of that. Maybe it bounces from target to target like a glaive wurm.</p><p></p><p>IMO your suggestion is pretty good; a 2nd-level power shouldn't be able to do that much damage to multiple targets. Of course, in every instance you're only firing one missile; so your house rule is more like you're spending 2 extra power points per additional targets, the same way <em>concussion blast</em> works. This does mean you dish out fewer dice of damage when you spend 5 power points and compare it to <em>fireball</em>, but the ability to choose the energy type and deal wider "dice types" should more than make up for the reduction in power you're looking for.</p><p></p><p>PS I've only started playtesting since Mindscapes. I wasn't involved in playtesting ITCK or the original PsiH.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1609872, member: 1165"] Yeah, I have that book too. I lent it out to a thri-kreen player in a campaign I'm not running; now he doesn't want to give it back :D Well, it's new to me too... if I were to look at the various spells at the same level none do the same amount of damage, except possibly [i]scorching ray[/i]. I haven't used this much from a purely flavor issue (I'd rather use [i]spontaneous combustion[/i] or a slightly reflavored [i]energy current (fire)[/i]. In any event the power starts off saying you fire a missile (as in, a single missile) that does 3d6 damage, yet it can somehow hit multiple targets. I would have liked to see a picture of that. Maybe it bounces from target to target like a glaive wurm. IMO your suggestion is pretty good; a 2nd-level power shouldn't be able to do that much damage to multiple targets. Of course, in every instance you're only firing one missile; so your house rule is more like you're spending 2 extra power points per additional targets, the same way [i]concussion blast[/i] works. This does mean you dish out fewer dice of damage when you spend 5 power points and compare it to [i]fireball[/i], but the ability to choose the energy type and deal wider "dice types" should more than make up for the reduction in power you're looking for. PS I've only started playtesting since Mindscapes. I wasn't involved in playtesting ITCK or the original PsiH. [/QUOTE]
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Dark Sun 3E Story Hour: Sands of Blood (updated 9/20)
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