Combat issues: slayer + at-will magic missile.

In my brief playtest with just myself, I found that I stopped rolling attacks with the slayer and the wizard in the combat with the kobolds and the rats. It felt a little awkward to just be killing things without needing to roll, but they were kobolds and rats, so I overlooked it. Once the party moved into the orcs, it felt less problematic, and began to feel like a good idea. I thought I wouldn't like it, but the at-wills portion of 4E weren't really a problem for me.
 

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As I said in my first post . . . I just find it boring. The slayer literally has no reason to roll the die. It's not so much that there is no chance of failure so much as there is no chance of success. Roll a 20 and all you get is a gorier description of the kobold's death from your DM.

It'll become a non-issue very quickly, but for kobolds and rats and other minion-esque monsters, the slayer may as well take a nap.

I understand there's this design goal where different characters excel in different encounters . . . I guess minions aren't the slayer's encounter. But it still just feels 'blah' to me.

Well, we have different views in the issue. I have no problem with a Slayer slaying minion-like monsters.

Kobolds chance to defeat a Slayer-Themed character is overbearing. The Slayer is going to kill one per turn (assuming low level and 1 attack). If you throw 12 or 15 kobolds at him, he is going to get down, leaving a trail of kobold corpses in the process. Against 5-8 kobolds, he probably will win, but heavily beated. 1-2 kobolds is just a nuisance.

For my play-taste (worst joke ever), it's ok. YMMV, though.
 

My group finally got to try the play test. Initially slayer and at will mm was hated but as we progressed it was well received but my feedback will be "mm as a cantrip should be 1d4+1 but cannot exceed level"

It needs work but that's our take if it stays at will without an attack roll
 

Dude, they're kobolds.

Kobolds.

Chew through them and move on to the bigger threats.
That's just the point: at 1st level Kobolds should BE a threat. A 1st-level Fighter one-on-one against a Kobold should usually win but that victory should by no means be assured.

If they fall over if you so much as wave a sword in their general direction that's not much of a threat.

Simple houserule to at least partly fix: on a miss a Slayer does d4-1 (or d6-3, even better) damage. That way there's a chance of a complete miss and the Kobold surviving.

Lanefan
 

I think that kobolds should only be a threat if there are masses of them (ganging up for advantage) or they are in ambush/trap mode. Both of which say DnD Kobolds to me. Outside those two cases , in a fair ish fight, they should get slaughtered by a full up party.
5E does this so I am happy
 

I think the magic missile mechanic should be the same as it is currently, but it should be a spell and not a cantrip.

Getting an infinite amount of sure-hit damage can lead to all kinds of problems.
 


Like what can you elaborate please
Different person answering but I can see some potential problems with infinite auto-hit damage:

1. In a battle between two casters with no outside interference, whoever wins initiative wins the battle, pure and simple; as the init. winner can always hold and interrupt whatever the loser tries to cast and as a pleasant side effect slowly inflict damage until the init. loser dies. Unless, of course, spell interruption rules are much different than what I'm expecting.

2. It's infinite. Infinite in any form is problematic (for lots of examples, see Magic the Gathering); in the right situation a wizard who can by whatever means remain out of reach of her opponent can kill any living thing d4+1 h.p. at a time unless that living thing also casts spells and can retaliate in kind, in which case see problem 1.

Magic Missile should be auto-hit, but by whatever means quite limited in number castable per day. If there must be an at-will damage spell (which to me is a very doubtful thing) it needs to both carry an attack roll and have some risk of failure (e.g. hitting a friend).

Lanefan
 

I don't understand your first point, you cannot interrupt a minor spell if they both spam MM. Spell interruption of levelled spells is only a dc10 (or 11, cant remember) con check
As to you second it is valid but not far off what can be achieved with a bow, the misses being made up by the pretty much double damage. I just don't see it as a major problem and it is something that makes wizards wizardy.
 

I think the magic missile mechanic should be the same as it is currently, but it should be a spell and not a cantrip.

Getting an infinite amount of sure-hit damage can lead to all kinds of problems.

How is that, Cantrip are listed as minor spells on the char sheet. So MM is a spell technically.

And currently MAGIC MISSILE is a Wizard spell 1 At-will 2+int mod = dam, auto hit. How is that really any different?
 

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