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At-Will Magic and Arrows
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<blockquote data-quote="Gorgoroth" data-source="post: 5947377" data-attributes="member: 6674889"><p><strong>.</strong></p><p></p><p>MM == Hellrider?</p><p></p><p>Now bear with me on this, I heard from friends who played MTG that Hellrider was an insanely broken card, because it *just works*. 1 damage, but it always works. Build a deck around many of those cards, and win. MTG is not my game, never was, but that's sort of how I see MM</p><p></p><p>In my mind, if you make it magic, iconic, cantrip, at-will, and auto-hit, it should do ONE damage. Each time. No fail. Period. Then with a theme, maybe you can make it more powerful later on, or with other feats. But 1 damage, can win a fight. When an enemy is next to dead, that 1 HP is worth the same as 10, or 100, with better-than-advantage odds and magic holy avenger +5, the enemy will be dead just the same. Or think of it as a versatile Reaper effect, that works at range. If it's to be balanced vs a crossbow or a bow, the fact that it's versatile and never misses is worth OMG huge damage. What about that enemy that can't be hit by anyone because its AC is so high? </p><p></p><p>If you find ways to boost MM, then it can go from a backup weapon, that on the surface seems incredibly lame, until you realize you can kill <em>almost anything with it</em> (so long as it doesn't have DR or protection from missiles up). You could use it to distract enemy casters who are about to unleach a fireball, making protection from missiles a "must have" buff in any wizard-vs-wizard show-down.</p><p></p><p>One could also say it can only hit creatures, but they have that limitation in many 4e spells and I hated that. Why can't I aim for that lever over there and nudge it into the right position after a few hits? Maybe it makes a big sound, like a gunshot level noise...which would make a wizard reluctant to use it for petty things in a dungeon, lest he be viewed as a raging bull in a china shoppe, or Pippin in Moria. </p><p></p><p>Start small, then boost it to get big. A cantrip should do minor damage, but one that <em>cannot miss</em> is UBER powerful, if it's at-will. Even if it's one HP Damage per missile (maybe you get multiple missiles later on, and the dmg goes up by 1 every three levels). I'd say get rid of the 1d4+1, make it 1 / 2 / 3 damage (with possible boost from casting it through a staff as an implement bonus to damage, say +1), that way, by 5th level with a staff, you can do maybe 2 missiles worth 4 damage each. Doesn't seem too crazy, until you think that that's the same damage as Reaper, but on any target, and a perfect "finishing move" for any wizard. Wizards should be able to blast a puny rat in its way, or boost up his ability to be able to cast it in busts like a machine gun. Doing EXACTLY the number of HP damage it takes to kill every monster, not a single shot missed or ounce of magic wasted.</p><p></p><p>Now THAT's powerful. Magic Machine Gun. No miss. Just dead enemies. Spread the missile love around to finish off enemies who have varying HP still clinging on on the battlefield. Remember the killing blow in D&D is worth a lot. It's one less body on Team Monster on the grid.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5947377, member: 6674889"] [b].[/b] MM == Hellrider? Now bear with me on this, I heard from friends who played MTG that Hellrider was an insanely broken card, because it *just works*. 1 damage, but it always works. Build a deck around many of those cards, and win. MTG is not my game, never was, but that's sort of how I see MM In my mind, if you make it magic, iconic, cantrip, at-will, and auto-hit, it should do ONE damage. Each time. No fail. Period. Then with a theme, maybe you can make it more powerful later on, or with other feats. But 1 damage, can win a fight. When an enemy is next to dead, that 1 HP is worth the same as 10, or 100, with better-than-advantage odds and magic holy avenger +5, the enemy will be dead just the same. Or think of it as a versatile Reaper effect, that works at range. If it's to be balanced vs a crossbow or a bow, the fact that it's versatile and never misses is worth OMG huge damage. What about that enemy that can't be hit by anyone because its AC is so high? If you find ways to boost MM, then it can go from a backup weapon, that on the surface seems incredibly lame, until you realize you can kill [I]almost anything with it[/I] (so long as it doesn't have DR or protection from missiles up). You could use it to distract enemy casters who are about to unleach a fireball, making protection from missiles a "must have" buff in any wizard-vs-wizard show-down. One could also say it can only hit creatures, but they have that limitation in many 4e spells and I hated that. Why can't I aim for that lever over there and nudge it into the right position after a few hits? Maybe it makes a big sound, like a gunshot level noise...which would make a wizard reluctant to use it for petty things in a dungeon, lest he be viewed as a raging bull in a china shoppe, or Pippin in Moria. Start small, then boost it to get big. A cantrip should do minor damage, but one that [I]cannot miss[/I] is UBER powerful, if it's at-will. Even if it's one HP Damage per missile (maybe you get multiple missiles later on, and the dmg goes up by 1 every three levels). I'd say get rid of the 1d4+1, make it 1 / 2 / 3 damage (with possible boost from casting it through a staff as an implement bonus to damage, say +1), that way, by 5th level with a staff, you can do maybe 2 missiles worth 4 damage each. Doesn't seem too crazy, until you think that that's the same damage as Reaper, but on any target, and a perfect "finishing move" for any wizard. Wizards should be able to blast a puny rat in its way, or boost up his ability to be able to cast it in busts like a machine gun. Doing EXACTLY the number of HP damage it takes to kill every monster, not a single shot missed or ounce of magic wasted. Now THAT's powerful. Magic Machine Gun. No miss. Just dead enemies. Spread the missile love around to finish off enemies who have varying HP still clinging on on the battlefield. Remember the killing blow in D&D is worth a lot. It's one less body on Team Monster on the grid. [/QUOTE]
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