AtomicPope
Hero
The purpose of this thread is to stringently define a Wizard's Role as a Controller. This thread is not a haven for those who see all Wizard spells are balanced and equal with all other powers and wish to air their disagreements. As a DM I'm curious to see everyone's ideas on how they will give Wizard's a slight boost while attempting to maintain game balance. I'd also like some feedback with suitable examples and suggestions as support.
My own ideas for house rules are pretty straight forward:
1) All Close spells will only Target Enemies. This allows Wizards to "effectively" do more damage to enemies by ignoring the concern for friendly models.
2) All Area of Effect damage-only Encounter Spells will cause Ongoing damage equal to 5pts per tier. I'm leery about increasing damage so I might decrease the total number of D6's by one. The purpose of Ongoing damage is to allow Spell Focus and other such abilities to come into play more often.
3) Area of Effect damage-only Daily Spells will cause Ongoing damage equal to 5pts per tier + Intelligence Modifier. This will effect spells such as Acid Wave (minor boost), Fireball, and Meteor Swarm. Fireball becomes obsolete too quickly because it is exactly the same as Combust yet is a Daily power instead of an Encounter Power. This minor edition gives the lower level Daily a slight boost over the Encounter power.
An example would be Level One Burning Hands. Changes to the spell would be as follows:
Target: Enemies within Area
Hit: 1D6 + Intelligence Modifier + 5 Ongoing damage
The decrease in damage is to compensate for the Ongoing damage for balance sake. Over time a Wizard will normally do a bit more damage (except against Hobgoblins but they're the exception, not the rule). The change in target obviously allows Wizards to spend their time controlling enemies that are swarming the party.
My own ideas for house rules are pretty straight forward:
1) All Close spells will only Target Enemies. This allows Wizards to "effectively" do more damage to enemies by ignoring the concern for friendly models.
2) All Area of Effect damage-only Encounter Spells will cause Ongoing damage equal to 5pts per tier. I'm leery about increasing damage so I might decrease the total number of D6's by one. The purpose of Ongoing damage is to allow Spell Focus and other such abilities to come into play more often.
3) Area of Effect damage-only Daily Spells will cause Ongoing damage equal to 5pts per tier + Intelligence Modifier. This will effect spells such as Acid Wave (minor boost), Fireball, and Meteor Swarm. Fireball becomes obsolete too quickly because it is exactly the same as Combust yet is a Daily power instead of an Encounter Power. This minor edition gives the lower level Daily a slight boost over the Encounter power.
An example would be Level One Burning Hands. Changes to the spell would be as follows:
Target: Enemies within Area
Hit: 1D6 + Intelligence Modifier + 5 Ongoing damage
The decrease in damage is to compensate for the Ongoing damage for balance sake. Over time a Wizard will normally do a bit more damage (except against Hobgoblins but they're the exception, not the rule). The change in target obviously allows Wizards to spend their time controlling enemies that are swarming the party.