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<blockquote data-quote="Riastlin" data-source="post: 5626692" data-attributes="member: 94022"><p>No offense, but it really sounds like you should be playing 3.x or an even earlier edition of D&D. 4ed was designed as a "Voltron Theory" from the get go. That was always the intent. Its why players who had long played wizards bitched about the wizard class at 4ed's release. The wizard was no longer able to "solo" the encounters. They were no longer the gods that they used to be. Their powers were greatly reduced in power from previous editions.</p><p> </p><p>The idea in 4ed is that each PC plays his or her own little part in making the entire unit much more effective. My runepriest for instance loves it when the Mage or the Warden moves a creature into a burst three zone with the rest of the monsters so that his level 1 daily is more effective. Conversely, when I played a bard, the fighter loved it when I pushed a monster into him and allowed the fighter a swing (and thus another mark). Those movement powers may not look as sexy as an extra die of damage, but overall they made the party much more effective -- which was the point. Each class has a primary role and at least one secondary role, and the damage on the wizard spells makes sense since their secondary role is striker. But they still should be more about control than about damage.</p><p> </p><p>The old FS was a great DAMAGE power, but as is being pointed out, rarely introduced much control. SOMETIMES, it worked as control, but usually not. It was essentially ongoing damage (albeit quite a bit of it). The monster was going to continue to take the damage whether it moved or not. The only real exception was if there was one specific area that you did not want the monsters to be. Sure, there will be occasions like that, but not real often (at least not if your DM knows what she is doing). </p><p> </p><p>So going back to your Voltron Theory, its true, that is how the game is designed. Its also how the game has been since the beginning of 4ed. Wizards were long thought to have the best dailies, but their encounters were often deemed a bit weak. Well guess what, their encounters got beefed up a bit with half damage on misses on most of them. Before, the great dailies with meh encounters was a balancing factor. Now that the encounters are better though, the dailies were due for an adjustment. I think its fair to argue whether or not FS does enough now to encourage a monster to move, but at least now it will ALWAYS be a consideration for the monster(s) since the damage is EOT. Before, it was RARELY a consideration on whether to move or not since the sphere would just follow them around. The thing is though, the wizard is supposed to rely on the rest of the party, just as the ranger needs the rest of the party, and the fighter needs the rest, etc. Parties that work as a team will do much better than those that go for individual glory.</p><p> </p><p>Don't get me wrong, there's nothing inherently wrong with the earlier edition design style, it just didn't promote teamwork as much because most classes were able to hold up on their own -- at least past the first few levels anyway. I loved 2ed and 3.x, but I also love 4ed and its really great when you start to see PC abilities tying together amongst the different PCs. PC A does X because she knows PC B will then do Y, etc. To me, its far more interesting than everyone going "Let's see how much damage I can do this time!" However, this approach is not for everyone, which is perfectly fine.</p><p> </p><p>BTW, for the record, I would have preferred it if the Wizard were a striker and the warlock or sorceror had been the controller (realizing of course the sorceror would have had to be put in PHB1 to be the controller if the warlock remained a striker). That was just my personal opinion though. Given that its not a striker though, its powers should definitely be much more about controlling the battlefield than about simply damaging the opponent.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5626692, member: 94022"] No offense, but it really sounds like you should be playing 3.x or an even earlier edition of D&D. 4ed was designed as a "Voltron Theory" from the get go. That was always the intent. Its why players who had long played wizards bitched about the wizard class at 4ed's release. The wizard was no longer able to "solo" the encounters. They were no longer the gods that they used to be. Their powers were greatly reduced in power from previous editions. The idea in 4ed is that each PC plays his or her own little part in making the entire unit much more effective. My runepriest for instance loves it when the Mage or the Warden moves a creature into a burst three zone with the rest of the monsters so that his level 1 daily is more effective. Conversely, when I played a bard, the fighter loved it when I pushed a monster into him and allowed the fighter a swing (and thus another mark). Those movement powers may not look as sexy as an extra die of damage, but overall they made the party much more effective -- which was the point. Each class has a primary role and at least one secondary role, and the damage on the wizard spells makes sense since their secondary role is striker. But they still should be more about control than about damage. The old FS was a great DAMAGE power, but as is being pointed out, rarely introduced much control. SOMETIMES, it worked as control, but usually not. It was essentially ongoing damage (albeit quite a bit of it). The monster was going to continue to take the damage whether it moved or not. The only real exception was if there was one specific area that you did not want the monsters to be. Sure, there will be occasions like that, but not real often (at least not if your DM knows what she is doing). So going back to your Voltron Theory, its true, that is how the game is designed. Its also how the game has been since the beginning of 4ed. Wizards were long thought to have the best dailies, but their encounters were often deemed a bit weak. Well guess what, their encounters got beefed up a bit with half damage on misses on most of them. Before, the great dailies with meh encounters was a balancing factor. Now that the encounters are better though, the dailies were due for an adjustment. I think its fair to argue whether or not FS does enough now to encourage a monster to move, but at least now it will ALWAYS be a consideration for the monster(s) since the damage is EOT. Before, it was RARELY a consideration on whether to move or not since the sphere would just follow them around. The thing is though, the wizard is supposed to rely on the rest of the party, just as the ranger needs the rest of the party, and the fighter needs the rest, etc. Parties that work as a team will do much better than those that go for individual glory. Don't get me wrong, there's nothing inherently wrong with the earlier edition design style, it just didn't promote teamwork as much because most classes were able to hold up on their own -- at least past the first few levels anyway. I loved 2ed and 3.x, but I also love 4ed and its really great when you start to see PC abilities tying together amongst the different PCs. PC A does X because she knows PC B will then do Y, etc. To me, its far more interesting than everyone going "Let's see how much damage I can do this time!" However, this approach is not for everyone, which is perfectly fine. BTW, for the record, I would have preferred it if the Wizard were a striker and the warlock or sorceror had been the controller (realizing of course the sorceror would have had to be put in PHB1 to be the controller if the warlock remained a striker). That was just my personal opinion though. Given that its not a striker though, its powers should definitely be much more about controlling the battlefield than about simply damaging the opponent. [/QUOTE]
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