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*Pathfinder & Starfinder
Another take on Meteor Swarm
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<blockquote data-quote="WhatGravitas" data-source="post: 4271266" data-attributes="member: 33132"><p>Over there, on the WotC boards, somebody homebrewed a meteor swarm replacement. As I also think I dislike it... I also homebrewed a bit... and well, that the result, including the rationale:</p><p></p><p>Well, it's a blaster-y power, unlike the other two, hence the control aspect should be minor, unlike <em>greater icestorm</em> (the damage plus control) or <em>legion's hold</em> (mainly control plus piddly damage). I'll settle for major damage plus piddly control.</p><p></p><p>To make the damage more appealing, I suggest adding some long term damage. A swarm of fiery globes should set people <em>on fire!</em>. Also, we should snag a bit of the sheer resistance overcoming power of the astral storm (which takes the worst resistance you have out of some damage types!)</p><p></p><p>Piddly control would be... pushing. As a burst, you cannot take full effect of it without inconvenience - but it's cinematic! And it breaks up enemy formations (if artillery is hiding behind brutes or soldiers) and allows you to run in between.</p><p></p><p>So, let's present the revised <em>Meteor Swarm</em></p><p></p><p><strong>Meteor Swarm</strong></p><p><em>A hail of fiery orbs rains down and scatters you foes with tremendous explosions.</em></p><p><strong>Daily * Arcane, Fire, Implement, Thunder</strong></p><p><strong>Standard Action</strong> <strong>Area</strong> Burst 5 within 20 squares</p><p><strong>Target:</strong> Each creature in blast</p><p><strong>Attack:</strong> Intelligence vs. Reflex</p><p><strong>Hit:</strong> 6d6 + Intelligence modifier fire and thunder damage and target is pushed 2 squares from the centre of the burst.</p><p><strong>Miss:</strong> Half damage and no push.</p><p><strong>Effect:</strong> Ongoing 10 fire damage (save ends).</p><p></p><p>Now, I lowered the damage by two dice, but 2d6 are 7 damage on average - and the ongoing damage will do that at least once, so you should come out even, with potential for more (depending on your luck). Against fire resistant creatures, your effect is next to useless, but then, the addition of thunder damage will help you against that.</p><p></p><p>However, I'm not <em>too versed</em> in 4E balance (it's pretty new and I haven't seen such high level characters in play!), so I could be off. But it feels in line with the previous meteor swarm, but better and with stronger emphasis on being a spell used by controllers.</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4271266, member: 33132"] Over there, on the WotC boards, somebody homebrewed a meteor swarm replacement. As I also think I dislike it... I also homebrewed a bit... and well, that the result, including the rationale: Well, it's a blaster-y power, unlike the other two, hence the control aspect should be minor, unlike [i]greater icestorm[/i] (the damage plus control) or [i]legion's hold[/i] (mainly control plus piddly damage). I'll settle for major damage plus piddly control. To make the damage more appealing, I suggest adding some long term damage. A swarm of fiery globes should set people [i]on fire![/i]. Also, we should snag a bit of the sheer resistance overcoming power of the astral storm (which takes the worst resistance you have out of some damage types!) Piddly control would be... pushing. As a burst, you cannot take full effect of it without inconvenience - but it's cinematic! And it breaks up enemy formations (if artillery is hiding behind brutes or soldiers) and allows you to run in between. So, let's present the revised [i]Meteor Swarm[/i] [B]Meteor Swarm[/B] [I]A hail of fiery orbs rains down and scatters you foes with tremendous explosions.[/I] [B]Daily * Arcane, Fire, Implement, Thunder[/B] [B]Standard Action[/B] [B]Area[/B] Burst 5 within 20 squares [B]Target:[/B] Each creature in blast [B]Attack:[/B] Intelligence vs. Reflex [b]Hit:[/b] 6d6 + Intelligence modifier fire and thunder damage and target is pushed 2 squares from the centre of the burst. [b]Miss:[/b] Half damage and no push. [b]Effect:[/b] Ongoing 10 fire damage (save ends). Now, I lowered the damage by two dice, but 2d6 are 7 damage on average - and the ongoing damage will do that at least once, so you should come out even, with potential for more (depending on your luck). Against fire resistant creatures, your effect is next to useless, but then, the addition of thunder damage will help you against that. However, I'm not [i]too versed[/i] in 4E balance (it's pretty new and I haven't seen such high level characters in play!), so I could be off. But it feels in line with the previous meteor swarm, but better and with stronger emphasis on being a spell used by controllers. Cheers, LT. [/QUOTE]
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