Class Acts: Feywild Wizards

We've talked a lot about the powers, but I'm really partial to the few introductory paragraphs of fluff at the beginnig of the article. So far, its the only short article that has had an introduction from an in-game perspective; not to slight the other articles, but I'd like to see more of this.
 

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There are a few other ways to add a damage roll to a power:
• Magic items like Shadowfell Gloves
• Leader-powers like a Cleric's Weapon of the Gods

... but even with the extra damage possible due to a roll, the fact that it's not a hit really does minimize abuse.

I still disagree that "extra" damage added on to a power is considered a "damage roll" for purposes of anything that adds to a damage roll as I've said in another thread. I'm fairly certain that the reason WOTC made these powers do static damage was that they were certain there was no way to add a bunch of modifiers to them because of it.

Using a feat to add back in all the modifiers they didn't want on the power seems contrary to the intent of the rules.
 

Instead of going back and just erattaing the underpowered stuff, they put out newer powers that are on-par with the newer classes and the new perspective of design.
Yup, and is why i have an issue with it. If it is broken, fix it - don't make us buy your second attempt!

On one hand, it makes the previous items we have bought useless (for example, scorching flame is now a waste of space, and wizards have one less spell choice than they would have otherwise); on the other hand, it makes the person with more money have the better character (again - whoever can afford to buy multiple books not only gets more options (which is to be expected), but gets the more powerful options (which is not good!))
 

Using a feat to add back in all the modifiers they didn't want on the power seems contrary to the intent of the rules.
Then they should have just said that. This is a game of exception-based design. They could have simply said:

"Effect: 3d6 + Int damage, but no modifiers that normally attach to a damage roll apply to this damage roll."

... and that would be legal, because it's more specific than the general rules governing damage rolls.

Cheers, -- N
 

We've talked a lot about the powers, but I'm really partial to the few introductory paragraphs of fluff at the beginnig of the article. So far, its the only short article that has had an introduction from an in-game perspective; not to slight the other articles, but I'd like to see more of this.

Agreed---in fact, I've really been enjoying the fluff lately. Primal Power, for example, was a joy to read (and inspired a lot of juicy ideas for my upcoming game)
 

An interesting thing about the auto-damage powers. A couple of weeks ago, Peter Schaefer (I believe) popped into the Character Ops forum over at the WotC website and gave three options for an auto-damaging spell and then asked them to break it. That sidebar and the way the powers are structured are obvioulsy influenced by that thread (which came to the conclusion that the way the powers are now structured was not really breakable).


Wow that is really smart... damn good idea making use of the resources out there.
 

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