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*TTRPGs General
At-will class powers ruining my archetypes
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4687212" data-attributes="member: 710"><p>Because, unlike in previous editions, he need to make those vanilla attacks in your proposal. </p><p></p><p>A 3E 5th level Wizard had a magic missile that dealt 3d4+3 damage (auto-hit)or a Fireball that dealt 5d6 damage (half on a save) in a 20 ft radius. (And not just one of each of these spells) The Fighter only had his melee attack at 1d8+6 damage (no damage on a miss). </p><p></p><p>The 4E Wizard modded by you has a Fireball that deals 3d6+4 damage, or one Bigby's Icy Grasp that that deals 2d10+4, once per day, and a Acid Arrow that deals 2d4+4 and 5 ongoing acid damage.</p><p>But the Fighter has, besides his 1d8+6 damage attack also a 2d10+6 attack that is guaranteed to work at some point and give him hit points back, and a 2d10+6 points of damage attack that deals ongoing 5 untyped damage.</p><p></p><p>Even if we ignore for a moment the dailies and replace them with extra encounter powers, not much changes - a Wizard might get more area attacks, but these deal less damage than the Fighters attacks, and an area attack is only useful if there are even enough enemies in a radius. Having 3 Fireball-like spells per encounter might turn out useless once the enemies have figured out you have it and flank the party and otherwise spread out.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4687212, member: 710"] Because, unlike in previous editions, he need to make those vanilla attacks in your proposal. A 3E 5th level Wizard had a magic missile that dealt 3d4+3 damage (auto-hit)or a Fireball that dealt 5d6 damage (half on a save) in a 20 ft radius. (And not just one of each of these spells) The Fighter only had his melee attack at 1d8+6 damage (no damage on a miss). The 4E Wizard modded by you has a Fireball that deals 3d6+4 damage, or one Bigby's Icy Grasp that that deals 2d10+4, once per day, and a Acid Arrow that deals 2d4+4 and 5 ongoing acid damage. But the Fighter has, besides his 1d8+6 damage attack also a 2d10+6 attack that is guaranteed to work at some point and give him hit points back, and a 2d10+6 points of damage attack that deals ongoing 5 untyped damage. Even if we ignore for a moment the dailies and replace them with extra encounter powers, not much changes - a Wizard might get more area attacks, but these deal less damage than the Fighters attacks, and an area attack is only useful if there are even enough enemies in a radius. Having 3 Fireball-like spells per encounter might turn out useless once the enemies have figured out you have it and flank the party and otherwise spread out. [/QUOTE]
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