Do wizards suck? / multiple attacks

No, the edge of the cloud can see out, nothing can see in. -5 on all attacks going in, no penalty if you're on the edge of the cloud going out. Makes it a tad bit harder to use(sticking it next to an ally does not block that enemies LoS to your friend, giving them an advantage). Just as if you're looking out from under any other concealment.

Where do you get that the edge of the stinking cloud can see out?

Stinking Cloud said:
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn.


I don't see anything about some parts of the zone block line of sight less than others. If you are in the zone, line of sight (to you and from you) is blocked, no matter where you are in the zone.
 

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a line emanating from any one of the corners of your square does not cross any line of sight blocking terrain. When you determine what you can see you use any one point when you determine what can see you you use all of them.

Its just like looking at someone from inside a bush. You have concealment but the enemy does not, even if the bush takes up the entire square you can still look out of it without having everything concealed from you.
 

We see RANGED weapons dominating. Reach weapons didn't dominate and there is a really simple reason for that, shields. Shield effectiveness is seriously under represented in DnD.

Reach weapons DID dominate, in large infantry formations. However a 10+' long spear (pike/sarissa) is quite a bit too unwieldy to be super effective in one-on-one combat. Even in mass formations they had considerable limitations and both Roman Legionaries and Spanish Sword and Buckler infantry developed the technique of moving inside the reach of the pike to the point where would usually be at an advantage. Roman infantry thoroughly beat the Macedonian phalanx at Cynocephali as soon as the macedonians moved onto rough ground where they couldn't keep their formation perfectly dressed.

Halberds fall into kind of a middle ground, which is why the Swiss liked them. They would put them in the front rank and at the corners of the square where they could fend off attackers better than a pike. The halberd, while still not generally as effective as a sword, was a good usable general weapon.

Shields are indeed highly underrated in pretty much all games. From practical experience I would say if I had a choice between a suite of armor or a nice kite shield, the shield would be choice #1 every time. Possibly a really well made suite of plate armor MIGHT be slightly better, depending the weapons being used.

There is a reason why the sword was the side arm of choice for 3,000 years virtually the world over. It combines decent reach with great wieldiness and could be carried easily, drawn quickly, and used in almost any situation. Most cultures which didn't use swords didn't use them for the simple reason that they were very expensive and required good technology to make. Most weapon choices were really dictated by handiness, available materials/technology, training, and availability.

All of those are really the factors which limited missile weapons in reality as well. Bows require a lot of training and it isn't simple to make a good one, nor obviously are they much good if your opponent happens to be close to you. In those cases where an army, like the Mongols and Persians, were able to field a force of largely bow armed troops they were pretty close to unbeatable on an open field.

Since none of those factors really applies in a fantasy game of course the games aren't going to be super realistic with respect to either weapons or armor.
 

Well, real combat is different from game combat in one very important way.
People are squishy.

So real combat has a lot to do with denying your foes the ability to fight back.
Massacre, and as quickly as possible.
Cavalry, or archery, or hidden pikes, or flaming disease-ridden corpses hurled into a city, or poisoning their groundwater, or rape their children so they fail at strategy, whatever it takes.
'cos whenever there's an even-ish fight, everybody loses.
 

Well, on battlefields we pretty much do see reach weapons dominating, don't we? For hunting too.

Some of the reasons for favouring some weapons over others were almost certainly societal and legal for the circumstances rather than just about efficiency for killing things!
No weapon ever gets much play on a battlefield unless there is an advantage granted by that weapon. Reach weapons had two advantages, striking before the opponent was in range and allowing relatively unskilled and untrained soldiers to kill people with higher skill levels before they could close and take advantage of their superior training. Roman legions/greek phalanx had high levels of training and thus they relied on thrown weapons for softening the target and ubiquitous shield wall for preventing the majority of enemy counter attacks. Unit cohesion and tactics trump individual fighting styles and weapons. The average German barbarian was 50-70lbs heavier than a roman legionnaire. They were extremely formidable opponents in single combat and much more than a match for a single roman and yet they regularly had engagements where the barbarians outnumbered the romans by between and 2 and 10 to 1 odds and the romans still prevailed. The roman shield is very unwieldy in single combat and yet amazingly effective en mass. The gladius is probably a disadvantage in single combat but uniquely well suited for reaching around, under or over a shield wall.

OK, then why have the Ranger Twin Strike at all? I mean, on one hand you are saying that 4e takes multiple attacks and replaces them with a single roll but more damage, then you have the Ranger Twin Strike going back to multiple attacks.
Drittz sells. Twin strike is broken adding double attacks to rogues won't fix this but are you arguing the rogues are underpowered?

I can even live with that; what I am looking for, however, is one of two things: 1) A way to justify not allowing the rogue in my group to make two attacks with his daggers, and/or 2) A balanced at-will power the rogue can use to make two attacks. At this point I'm thinking of adding something like:

Double Dagger Strike (Rogue At-Will)
Special: Must be using two light blades
Range: Melee weapon
Target: One opponent
Attack: Dex vs. AC, two attacks
Hit: 1[W] + 1 [W] ; no STR bonus; sneak attack still applies
If you allow this, you'll break the rogue and obsolete warlocks to some degree. Why can't a warlock make an eldritch blast attack with each hand then? If you make sneak damage only applicable to the first attack this would be a lot better. Along those lines making HQ only available on the first attack would help tone down the problems with twin strike.

I like the choice of either one attack with STR bonus or two without (and didn't know that Ranger Twin Strike didn't include STR), but I also think sneak attack damage should still apply, at least to one weapon: Imagine the rogue jumping onto someone's back from behind and stabbing them with two daggers...at least one should have that extra damage effect.

Does that at-will seem unbalanced or workable?
You're assuming he's jumping on someones back every time he uses the power. The idea of making two attacks in the same time span others make one attack by default means each attack has less time and therefore is less accurate/effective. Probably no bonus damage from sneak should be applied. If your intent is to make your player happy and make the rogue more powerful, you can do what ever you like but don't believe you're making the game more balanced.

That's an opinion, sure... but mathematically speaking my solution is equivalent (or slightly worse, if you don't have armbands for extra damage) damage than Sly Flourish and Piercing Strike for hit chances of 50% to 80% at median checkin points at heroic, paragon, and epic tiers. It's also more limited than either of the others, though not by much in the case of Piercing Strike.
Don't look at the best case scenario, start looking at worst case when the bonuses get higher the problem becomes worse. People will seek to take advantage of the loophole. increasing the chance of getting bonus 5d8dmg every round is bad.

We see RANGED weapons dominating. Reach weapons didn't dominate and there is a really simple reason for that, shields. Shield effectiveness is seriously under represented in DnD.
It's all relative. You can make a situational argument for any weapon/defense being better. Shields can be quite effective but they have a cost that's under represented in dnd as well. Carrying a shield large/heavy enough to be a serious defense to bows is very costly in terms of endurance and speed.

Well, possibly.

I'd suspect shields are less effective against attacks that could completely pierce, shred, or envelop them, as are pretty typical for D&D.
this is one such example.

Let me just start with the obvious. If you give the Rogue a "twin-strike" like power then what is the point of playing a 2-weapon Ranger. It's his shtick. By doing so you are stepping into someone else's pool. Every class should have it's own unique features. For the Ranger they get a special way (mechanically) of performing their attack with 2 attack rolls and modified damage. Also (mechanically) the 2 attack rolls that the Ranger gets increases his odds of being able to apply his Hunter's Quarry damage (d6 or d8 with feat) to the target. If the Rogue had such a power then assuming the Rogue had CA he would pretty much get SA damage every round. I'm not going to crunch numbers and figure out what this does to average DPR (damage per round) for the Rogue, but I view this as a bad idea just from the standpoint of niche protection.
The niches are going to get blurred over time as splat books keep offering more options(new classes and powers guarantee some overlap). Balance is the more pressing concern IMHO. Rogues have a high dpr already. Making it higher is probably not a great idea.

Broken:
Rogue
Feat1: Superior weapon Rapier (d8 damage - light blade)
Feat2: Backstabber(increase SA damage to d8s)
vs
Ranger with 2-weapon fighting option
Feat1: Superior weapon Bastard Sword (d10 damage)
Feat2: Lethal Hunter(increase hunter's quarry damage to d8s)

Using your new Rogue "twin-strike" power at level 1 your Rogue will be doing 2d8 + 2d6 SA per round compared to a ranger doing 2d10 + 1d6 HQ or 16 vs. 14.5

At level 2 this widens to 2d8 + 2d8 SA or 18 compared to 2d10 + 1d8 HQ or 15.5
lets not forget that SA scales to 5d8 and HQ stops at 3d8, rogues out pace all other PHB1 strikers in damage potential and the dagger proficiency advantage already gives them potentially the best chance to hit

You're not showcasing a problem with rogues getting twin strike - you're showing that sneak attack does more damage than hunter's quarry, because it's harder to pull off.

It's no more broken for the rogue to twin strike than for the ranger.

Which is not to say that I think the rogue should gain the ability to get twin strike, by any stretch of the imagination :)
Sneak has some advantages that HQ doesn't. Rogue have more choice of who to put their sneak damage on than rangers do. Rangers by default must target the closest foe, if this is a minion then HQ is wasted. If it's a less valuable target than a back line controller HQ is also made less valuable. HQ also does less damage so making it situationally better makes sense. All in all they're not horribly imbalanced with each other though twin strike hurts game balance probably.

Which, in other words, is saying that rogues already have their own way of upping damage, which accounts for them not having twinstrike, so they don't need a 3rd.
Right.

No... it doesn't account for them not having twin strike. It accounts for sneak attack applying to less attacks than hunter's quarry.

Once you get enough static damage bonuses _nothing_ accounts for twin strike. Nobody should get it.
Right.

That is the designer's fault for thinking that narrowing the scope of the game will balance it without taking into account that no matter how narrow something is, if you make it long enough, it gets out of hand.

They should have capped bonuses properly, but they didn't. They fixed some things such as critical hits so that bonuses don't get applied multiple times like in 3E (*shudder* x32 power attack damage, whee) but they thought they were safe and went and added all sorts of other bonuses that all add up, then they went and added ways of multiplying those bonuses, such as twin strike and THEN they added repeated power use.
Good stuff, it's the multiplicative factor that often unbalances things in dnd. Taken out of context there are things that aren't that bad but when combined in an optimized manner things can spiral into broken.

Anyway, it's not TECHNICALLY twin-strike's fault. Alone it CAN be a reasonable power when not... abused. It's up to the DM to keep their player's in line until WotC gets the message that being able to do infinite damage is probably a bad thing and post some errat... er... "updates."
lol

The utility of both your orb and your staff mastery bonuses are increased exponentially as your bonus increases. If you take second mastery and spread your secondary points between con and wis then neither of them will be very valuable.
This is mistaken. The staff power has decreasing marginal utility for additional con bonuses not increasing. Since you can only apply it to one attack per encounter once you reach a point where the odds are pretty good you'll block an attack you get a much lower return on investment by increasing it's range(the marginal utility of con bonus heads towards ZERO). You might get to be more selective in it's application but if you face an average of 10 attacks in an encounter and it gives +1 to defense you have about an 40% chance of getting to use it. If the bonus is +2 this climbs to 65%(delta 25%) and if the bonus is +3 the utility is about 80%(delta = 15%) but if you increase to +4 it only goes up to 89% for a marginal utulity increase of only 9%. 94% at +5 and 97% at +6. This means that after +4 or 5 you have almost no increased utility. Orb also has a decreasing marginal utility and despite what orbizard fanatics will have you believe it does not gain a massive utility increase when you reach lockdown in epic. First the chance that +1 bonus on orb will actually impact any roll is exactly 5%. Most monsters under the effect of a crushing status will either save or die in about 3 rounds on average. At heroic and paragon this works out to be about 1 encounter in 7 that a creature with an effect will continue to have the effect because of a single plus 1. If the creature makes it's first save the effect of orb is zero, if it fails 3 times but all rolls are under 10 the effect of orb is zero, it's only when you get rolls exactly in the orb range that you gain any benefit from orb. I'm not even discounting for the encounters that you fail to land a status effect on a creature. Bottom line, getting to plus 3 on the staff seems pretty cost effective but going past that is probably less effective than making your orb power more beneficial. Orb prior to paragon is a lot less beneficial than staff (the +1 to AC coupled with the interrupt power will likely be useful about 5-10 times more often than the orb power. So the optimal wizard build will take staff then orb. (wand has a lot of negatives compared to the other two but that's fodder for a different thread.) I can explain the math of both in greater detail if needed but we're headed down a tangent.

the end result of this of all this is that the only way to gain an exponential benefit is in an encounter where both orb and staff get used to good effect.

Your staff mastery is essentially a "turn a hit into a miss power" very similar to what halfings get(but halfings can stop a crit and you cannot though you get a guarantee). The quality of hit it can turn into a miss is a function of your bonus. The more con you have the more ability you have to stop an important attack(like some stun that would hit you otherwise).
I agree it has great utility I disagree that you will see significant improvement in this effect beyond a certain point.

It works the same for your orb, at low values the penalty does not significantly increases the time you keep a single enemy under a save ends effect. If you're going orb you've pretty much got to punch it. You also have to be able to use a staff(2 handed) and orb at the same time.
This is a fallacy. There's two flaw in the argument. First how long is long enough on maintaining a lockdown effect? One of the orb arguments is that getting a perma lockdown on a solo has huge value. If you lock it down for 3-5 rounds it's probably dead or it's encounter utility is crippled by the fact that the rest of the monsters are likely dead or severely impaired. Second, once again the marginal utility of each round of lockdown decreases unless you try and factor in a hold that exceeds the encounter.

That isn't to say that second implement isn't valuable, but its much more for Orb wizards who have some dex and want to make sure that their precious save ends power hits the enemy that they want it to by grabbing a wand mastery. Wand mastery is also nice because the orb doesn't require you to attack with it to you and so you can worry about an orb with a good special ability and then wield a high + wand in the other hand. But in that situation you're pretty much just buying a situational + bonus to attack.
no where does it say that staff must be wielded in a two hands as an implement. staff crushes wand by an order of magnitude in utility. staff can have multiple impacts per encounter. The incremental gains of each +1 on orb are VERY small, the incremental gains on wand are linear and VERY OFTEN USELESS. Wand is not applied after the roll like staff which makes it's utility linear and relatively small. Orb often has NO effect on any saves in an encounter. It's only utility is in the exact range it covers. So if the save would have already failed it has zero effect and if the save makes it by more than the range it has zero effect. There are a lot of variables that need to be factored in to really analyze these utilities but wand is seriously flawed with respect to the other two. Wand used after the roll would be roughly equal to staff. Before the roll is crippling when compared to the other 2. You're arguing about a build you like but not arguing inline with the actual math.

The key is that not only does thunderwave have more control in the majority of the game, tie in with your strogest powers better, but as you advance into paragon tier the feats that allow you to maximize its potential make scorching burst terrible in comparison.
terrible at control or terrible at damage? being able to remain at range and select any 9 square block in a 484 square area is a lot better than any 9 squares in a 49 square area. Moving to get twave into a place of action can put the wizard in harms way. If you're immobilized or dazed twave's utility can easily drop to zero when scorching still has it's full utility. I'm not arguing twave is bad, I'm not even arguing that scorching is better I am however arguing that twave is not "ESSENTIAL" to all wizards.

Thunderwave ends up(assume Wisdom of 18 by paragon tier) as a ranged 2 Close burst 4, push 5 that gives you 2 to any defense every time you use it. Yea its 3 feats, but it makes your at will stronger control than many of the push encounter powers.
we're no longer comparing scorching to t-wave. Most players are playing below paragon and at-wills have decreasing utility with increase in level because more dailies and more encounters mean less uses of at-wills. Ray of frost with two feats has arguably a better effect. You're also not only counting on 3 feats but 4-5 pumps or an initial stat build that hurts the pc in other ways. It's a good thing that reaching this is costly since it is a powerful at will, how is this broken? Why would we seek to make a very strong effect more powerful.

The only problem with it is that "push" is defined from where you are and not from the origin of the power.(if that was the case then Thunderwave would become nearly a slide 4 power)
Clearly the push intent is to move away from the direction of the force. It should be errata'd to be from origin but logically a lot of people surely house rule this. Committing to 4 feats, 18 wisdom, 15 dex for a wizard is not cheap.

Now, your personal choice not withstanding does not make it not the best at will.
nor does you applying a host of associated costs to the build in order to get a marginally better power. It still will not yield anywhere near the damage of scorching over the life of the pc. Nor will it clear as many minions.

My argument is "its the best at will but utilizing it requires the player to hamper their build in order to get that use out of it". I.E. "Strong Thunderwave should not be the perview of Orb wizards with decent dex only"
Your argument is really poor. Orb wizards are focusing on control so they should see a beneficial impact of pumping wisdom. Once again my eladrin staff wizard can use orb/reach to great effect. The increasing range of the move with wisdom is a good thing. I don't feel crippled that my slide is only 2, that's a cost I accept to have a better staff. You're basically saying lets have no secondary stat on orb. The idea is that there are different builds not that they're all the same. The secondary bonuses for wizards being spread among other stats is good.

No, the edge of the cloud can see out, nothing can see in. -5 on all attacks going in, no penalty if you're on the edge of the cloud going out. Makes it a tad bit harder to use(sticking it next to an ally does not block that enemies LoS to your friend, giving them an advantage). Just as if you're looking out from under any other concealment.
Total concealment is only -2 at range 1. (pg 281 of dmg)

Yes, but only once per day. I am highlighting that you still get a lot of benefit out of these powers during other times. You can't have stinking cloud up every encounter, only once.
How many encounter per day will have a significant ranged combat portion? How many other dailies need the use of your minor? Is wall better than sphere? If you're 9th level and above you might have 3 or 4 sustainable powers that do damage, how often will wall of fog be of use then? dimension door is likely to be useful as often as wall of fog and it doesn't need a minor. Levitate, dispel, disguise self all have significant effects on the game. Invisibility is a little to limited for my tastes because the range is terrible and the duration sort of worthless. I like wall of fog I just don't think it's as good as you're making it out to be unless you're facing archery encounter after archery encounter.

Only if the other options have just as much power, and they really do not. To make use of thunderwave you really need a 4+ wisdom mod, preferably higher.
Why? Pushing 2 is just as good as pushing 4 most of the time. I totally understand that +4 is better but that's a cost of other choices you make. You seem to be making the emotional "I want my wizard to have it all with no opportunity costs" argument. DnD character building is all about opportunity costs.

Viable =/= optimal. Just as you would expect any large AOE character to dominate some encounters(encounters with low enemy levels means that the large AoE character gets more hits in, especially when coupled with high enemy counts typicaly for those encounters)
Arguing that t-wave is mandatory for optimal build wizards is a ludicrous. It's not even in the top 5 powers in heroic. It's a very good power, lots of wizards will get high utility from it, but having 1 less square of push is not "critical" and even not using the power at all is not a detriment to many builds. My build focuses on lots of ongoing damage, destruction of minions and high AC to support the rogue in melee for CA opportunities and to get between the zap cleric and powerful melee types. I'm not a twave hater and many times I wish I had it, but my dm has monster leaders run away when the battle turns against them so having ray often helps me catch them and scorching does a lot more damage than wave.

a line emanating from any one of the corners of your square does not cross any line of sight blocking terrain. When you determine what you can see you use any one point when you determine what can see you you use all of them.

Its just like looking at someone from inside a bush. You have concealment but the enemy does not, even if the bush takes up the entire square you can still look out of it without having everything concealed from you.
still only -2 from adjacent.

Reach weapons DID dominate, in large infantry formations. However a 10+' long spear (pike/sarissa) is quite a bit too unwieldy to be super effective in one-on-one combat. Even in mass formations they had considerable limitations and both Roman Legionaries and Spanish Sword and Buckler infantry developed the technique of moving inside the reach of the pike to the point where would usually be at an advantage. Roman infantry thoroughly beat the Macedonian phalanx at Cynocephali as soon as the macedonians moved onto rough ground where they couldn't keep their formation perfectly dressed.
There's a lot of anecdotal evidence in this. There are many many instances where reach weapons did dominate and comparing weapons vs roman legions is not a good metric for DnD.

Shields are indeed highly underrated in pretty much all games. From practical experience I would say if I had a choice between a suite of armor or a nice kite shield, the shield would be choice #1 every time. Possibly a really well made suite of plate armor MIGHT be slightly better, depending the weapons being used.
also depends on if you'll be facing one attacker or many and the type of weapons they are employing.

There is a reason why the sword was the side arm of choice for 3,000 years virtually the world over. It combines decent reach with great wieldiness and could be carried easily, drawn quickly, and used in almost any situation. Most cultures which didn't use swords didn't use them for the simple reason that they were very expensive and required good technology to make. Most weapon choices were really dictated by handiness, available materials/technology, training, and availability.
great points.

All of those are really the factors which limited missile weapons in reality as well. Bows require a lot of training and it isn't simple to make a good one, nor obviously are they much good if your opponent happens to be close to you. In those cases where an army, like the Mongols and Persians, were able to field a force of largely bow armed troops they were pretty close to unbeatable on an open field.
The power of the laminated recurved bow made both shields and armor nearly worthless.

Since none of those factors really applies in a fantasy game of course the games aren't going to be super realistic with respect to either weapons or armor.
Nor do they need to be. DnD combat is an abstraction at best. Since having death possible on any roll is bad for a RPG (the painful end of many role master characters will attest to this). It's hard to even argue about "realism" when we're using hit points and not tracking hit location.
 

The days of the high level Wizard making the rest of the party obsolete are gone.

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NO! NO! IF YOU OR ANYONE ELSE SAYS THIS AGAIN YOU AND I ARE DONE PROFESSIONALLY!
 

This is mistaken

No, its not. You're looking at the marginal percentage chance that it goes off and not its marginal value. You're also ignoring the diminishing marginal returns on increased hit points and the the diminishing marginal returns on actions. You're also ignoring the opportunity cost of blocking an attack

Why does diminishing marginal returns on actions and hit points increase the returns on protection? Well, your expected value for loss depends on both the chance you get hit, the damage you take, and actions you lose. So as the damage you take gets higher and the actions you lose get more costly, its more important to block those attacks.

Now, the cost of blocking an attack is the chance that you can block another. So initially, with a low value you get a chance to block an attack you pretty much have to take it, the cost of not doing so is low(you might not be able to use it again), but the gain is relatively high.

However, as your percentage chance of blocking anything increases, those opportunity costs increase for all attacks that are of low value, since you can get hit by something of high value instead and as your percentage chance of that happening increases the cost increases. But remember what opportunity cost is, its what we're giving up. Since the value of blocking any one attack is static then our other options must be increasing in value.

And since we know that there is a decreasing marginal return on hit points and action(that is to say that attacks that take away more hit points or actions have an increasing marginal cost to us for every hit point and action they take away) we know that we're essentially increasing our marginal utility of our total expected payout faster than we're increases our marginal utility based on the question of "will i be able to use this". Because the question is rightly "will i be able to use this to block an attack that damages me greatly". I.E. since the vast majority of attacks do not impose a high cost, the ability to choose lets you choose the highest cost to block. The chance to block any single attack with a +1 gives you a linear increases in the payout of blocking that attack. The increasing chance to use that on a higher value attack means you must be increasing your payout in an increasingly marginal fashion.

Ergo its marginal utility is increasing.

Its for this reason that the wand bonus also has an increasing marginal return, because the question is not "do i get more of a chance to use this" or "do i get to to increase my return on any specific attack" but "do i get to hit with my best attack when i need to, and do i increase that probability?"

First the chance that +1 bonus on orb will actually impact any roll is exactly 5%
And again, that is not what we care about. We care about how long, on average, any enemy will be held. I.E. we don't necessarily care that the +1 doesn't help us on a roll of a 4, but we do care when they start rolling above 10. The marginal utility rightly then becomes for the first +1 1/10 and for the second 1/9 and for the third 1/8.

Now, there is a limiting factor in that total lockdown is unnecessary since you're only going to be fighting for so many rounds(though this increases as time goes on), however this factor is not rubbed up against until you're looking at the huge marginal utility gains brought on by having +9 or more wisdom. A number which precludes a strong value in constitution, making an argument about its marginal utility at those values pointless for our discussion. Before that, the increases in utility are overhwelmingly marginally positive.

If you lock it down for 3-5 rounds it's probably dead or it's encounter utility is crippled by the fact that the rest of the monsters are likely dead or severely impaired. Second, once again the marginal utility of each round of lockdown decreases unless you try and factor in a hold that exceeds the encounter.
Status effects on enemies you're attacking aren't all that valueable. If you were attacking the monster you would be laying down your encounter and at-will effects making him weaker. The idea of a status effect is to remove an enemy from the fight so that you don't have to deal with him. At epic levels you're going to be dealing with 10-15 round fights. Anything you do to increase your average hold over that is a big deal.

Optimal play strategy has the wizard landing a save ends that hampers on an enemy and then ignoring it while they kill everything else. Marginal returns on the time itself are only slightly dimished(since the enemy is not dealing damage there is no increasing marginal cost imposted as combat extends and your hit points and surges get lower[these things being marginally more valuable the less you have]) compared to the massive increase in time that higher values represent[its possible that marginal returns are initially negative though i find it unlikely, but the margin on the margin is overwhelmingly positive]

Wand is not applied after the roll like staff which makes it's utility linear and relatively small
Wand is an immediate interrupt. You apply it after the roll like the staff, you just don't apply it after the damage roll.

Granted that doesn't matter as much because the difference between "after the damage roll" and "before the damage roll" are very small when you're launching the power. You have an expected return for the power and know the total you rolled. You get a pretty even expected increase with the same opportunity cost caveat that allows you to increase your expected return above that by not using it on a power that you don't "need" to hit.

Ironically if you rule that the ability cannot be used after you know whether or not it hits, the marginal utility increases dramatically, because for every + you add, not only do you increase linearly the chance you turn a miss into a hit, but you also decrease the uncertainty that exists from the question of "will this bonus on this attack hit the enemy" and "do i need to use this bonus to hit the enemy". Both of these will increase your expected return.

That is increasing marginal return.

terrible at control or terrible at damage? being able to remain at range and select any 9 square block in a 484 square area is a lot better than any 9 squares in a 49 square area.
A little of both, remember, thunderwave ends up as a ranged 2 blast 4. This means not only do you have a decent amount of range and better area on each blast, but your ability to hit enemies around cover is increased. With a thunderwave your ability to place a blast extends 4 squares beyond the point where you can place it. The ability to place a scorching burst is much lower.

E.G. A wizard with thunderwave can land a blast at T while being in the position W by placing the origin square at O even if there is a wall at -

Code:
TTTT
TTTT
TTTT
TTTT
----0
  W
In many situations this extends the wizards ability to hit enemies just as much as a scorching burst can when terrain is very open.

Fake Edit: I am sorry if the latter replies are not as in depth, i just lost the majority of them to a browser screw up

we're no longer comparing scorching to t-wave. Most players are playing below paragon and at-wills have decreasing utility with increase in level because more dailies and more encounters mean less uses of at-wills.
Combat round time increases increasing the liklihood that people will be using their at will. The presence of a strong push at will increases the versatility of the player to choose effects on his encounters that do not overlap, this gives him more tactical control of the situation.

Ray of frost with two feats has arguably a better effect. You're also not only counting on 3 feats but 4-5 pumps or an initial stat build that hurts the pc in other ways
2 Feats. One of the three i listed is unnecessary. And Ray of Frost certainly doesn't with distance advantage and other abilities

Why would we seek to make a very strong effect more powerful.
You're not making it more powerful. You're increasing the power of non-optimal builds. Its the same thing as saying "great weapon fighters are at a disadvantage compared to sword and board fighters and should get an increase somewhere"

The other option is to nerf the option for wisdom based wizards or to add effects to other at wills that scale with their respective secondary stats (effects that are as strong as the push on thunderwave)

Orb wizards are focusing on control so they should see a beneficial impact of pumping wisdom.
They do. They increase their ability to lock down enemies with save ends. In just the same way, staff wizards get a beneficial impact from pumping constitution. They get an increase in the ability to block an incoming attack once per round. Why should one of them get an increasing marginal return on an at will while the other doesn't. [Push strength is an increasing marginal return]

Total concealment is only -2 at range 1. (pg 281 of dmg)
Sweet, did not know that, power just got a lot better for me.

If you're 9th level and above you might have 3 or 4 sustainable powers that do damage, how often will wall of fog be of use then?
The retrain it for a utility that you can use.

You seem to be making the emotional "I want my wizard to have it all with no opportunity costs" argument. DnD character building is all about opportunity costs.
The opportunity cost of choosing a wisdom based wizard is increased when you give the other options the ability to have that strong control mechanism.

The opportunity cost of choosing a staff wizard or wand wizard is static when you give them the ability to have that strong control mechanism. Their opportunity cost is unchanged, their benefit is increased.

Why? Pushing 2 is just as good as pushing 4 most of the time.
Depends on what else is happening. Push 4 allows you to more easily clump and position enemies where you want. I would say the situations where push 4 is better than push 2 is about equal to where it doesn't much matter. Especially since other players can impart status effects of their own.

E.G. suppose you've got a rogue, fighter, or whatever knocking enemies down, And you've got some difficult terrain floating around. Well if you push 2 the melee enemy can stand up and charge, if you push 4, he needs a move of 8 to do so. Suppose that you've got an enemy on the back rank of your rogue like so

F=Fighter, W= Wizard, E=Enemy, R=Rogue
Code:
 F 
 E 
 R 
 E
W
If you only have a push 2 you can prevent the flank on the rogue, but you can't stop the enemy from shifting again and striking the rogue. If you have a push 4, you can push the enemy to a position where he has to shift twice or provoke an OA for movement from the fighter.

The further away you are the more this matters. Also, the more push you have the more likely you can trigger agile opportunist(another thoroughly ridiculous feat) for the fighter.(though you have to hit the fighter with the wave for this to work)

This is just one of the many likely combinations that you're likely to face where a push 2 is insufficient compared to a push 4.
 
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Hey APC

the human body is amazingly tough when it comes down to it and though anecdotally you're correct about the possibility of death from a relatively light blow to a particularly vulnerable location this is far from normal and not easy to achieve.

Yes, the body is amazing but it is very vulnerable too. Know those weaknesses (arteries, tendons) and you can defeat an attacker with a fast cut more efficiently than hoping a heavy blow lands in the right place or a thrust to the body doesn’t get caught on the ribs etc.

this is simply untrue. You're clearly sparring with the wrong people if you've found two daggers to be superior to any form of sword.

I don’t think so. Some of the guys I train against are recognised as some of the best in the world. However my reference to daggers is probably misleading. I use dual knives. The blade is a foot long and flat on the reverse side, for blocking (as you know daggers are bladed on both sides).

You have to consider the mechanics of using weapons to understand why I find dual knives a better choice. In the hands of an accomplished martial artist a weapon is merely an extension of their body. Ideally it should react as quickly as their own hands as well as having the structural strength behind it to block powerful blows.

Due to their smaller size and weight you can fight with knives almost as quickly as you can use bare hands. Their lightness means you can change direction with them lightning fast too. And as I said above, it takes just one cut to a variety of areas to finish a fight.

You are also seriously underestimating the effectiveness of having a second weapon. With a single weapon it’s like fighting in a fist fight with one hand tied behind your back. You’re options are severely restricted which makes you much more predictable.

Not this is the proper forum for this but I think you might be surprised at who you find playing DnD.

Yes, the D&D gaming world has a vast range of people playing the game. It’s great to see!

Besides over 200 bar fights, up to and including, broken bottles, knives and firearms. I've been inside a full contact kickboxing ring 18 times and I'm 17-1. I also spent 6 years in the military and after going through SEAL training I went to Somalia and the Gulf. I'm 6'5" 250lbs and I'm not only well trained but I'm well experienced. I've had 350 stitches and more than 20 broken bones. I was in a fight with 3 marines in Hong Kong and two of them had to be returned to the states instead of continuing on to the gulf. I've punished a lot of people physically in my 44 years and I hit pretty hard. I've caved in cheeks and eye sockets, fractured jaws, and knocked numerous people unconscious, and I have yet to see a single person killed by a blow to the temple.

Ha ha – you have seen some action haven’t you :)

I was of course referring to experience or training with weapons. I’m assuming that you would have had some training in the SEALs with knives but as you know the training in them is very limited as the vast part of your training is with guns and other utility equipment. In fact, most people would be surprised to learn that in the whole of the armed services bare-handed and knife combat has little place in training, besides bayonet drilling. Most of the guys in the SAS here actually get their martial arts training outside of the forces and even fewer get proper training with weapons.

But I’m sure now that you’re older and wiser you can see how pretty stupid you were getting yourself into bar fights, especially one every couple of weeks. In fact you’re lucky to be alive. To go into a bar fight and not know 1) how good your opponent is, 2) whether they are armed or 3) whether they have several friends nearby ready to jump you from behind is pretty crazy. My instructor was a bouncer for a several years and has several knife wounds from his years on the door. People out there are pretty crazy.

Oh and I’ve never seen anyone killed by a temple blow either but its frequency wasn’t my point. I was debunking the use of hit points to reflect how much damage a person could take to be killed or knocked unconscious when a strike to the temple COULD kill/knock unconscious a person as well as the variety of other simple killing strokes, like cutting an artery.


None the less you achieve a single attack with a relatively weak weapon when one considers the fact your targets are frequently armored/scaled/trained/armed.

I have already explained that a simple cut can kill a person, that’s not a ‘weak’ attack if they’re bleeding to death. Whether they’re armed or trained is irrelevant to the point. And if they’re armoured then a) that slows them down making my additional speed much more of an advantage and b) a thrust with a knife using the right body dynamics and structure can be very powerful and penetrate most armour (assuming they’re covered from head to toe and have no exposed areas you could attack instead)

Reach is a very large deciding factor in melee combat. So is focus. I have a good friend who owns a dojo and he was hired by the FBI and Secret Service because inside 15 ft he's nearly unhitable with a firearm. Even in the 15-22' range he's hit by less than one in three shooters and we're talking about some of the best trained shooters in the world. He's 5'9" and even though he can take a firearm from me before I can shoot him 4 times out of 5 (even though I know his exact technique) he still doesn't like the impact my reach has on him when we spar.

Reach is an advantage when using similar weapons (hands in your case) and you are evenly matched in ability. We have an old saying: “If two opponents are evenly matched, beware the stronger fighter”. So attributes such as strength, reach etc can give you an advantage if things are evenly matched but the argument doesn’t hold up with weapons as the reach factor of a weapon is usually offset by the loss of another benefit.

two daggers will not be able to fend off significant blows from a weapon with some heft. You'll simply wind up with a broken wrist or shattered forearm.

Sorry not true. I can stop a full swing from a baseball bat with one knife. As I mentioned before, it’s a matter of getting the right technique and body structure. Don’t try it at home readers. It takes years of training to get it right!

They practice kendo in my friends dojo and there is no way I would try and approach one of them with a pair of daggers. Even the rattan strips leave large dents on the fencing helmets.

Well, APC, I don’t blame you but you obviously don’t know how to use 2 weapons properly.

If two daggers was a strong concept in combat it would have seen use on the battle field. A spiked buckler will get you a lot further than a second dagger. Why would anyone use a bayonet if knives were good? Reach.

As you argue in a later post, the battlefield is a completely different arena compared to a one on one situation, with groups of men moving and attacking in formation. The dynamics change completely.

And you can’t bring the comparison of modern warfare into this either. A bayonet is attached to the end of a gun for a reason. A soldier, would never drop their gun to draw 2 knives, you of all people should know that. However, 2 knives has a massive advantage over a stick with a knife on the end of it.


Not if the opponent is equally skilled. A lot of combats end quickly because weapons are intended to do serious harm but trained fighters look for an opening and try not to expose themselves.


This shows your limited understanding in the use of weapons. A weapon is only dangerous when it enters a certain zone around you where it can reach you. When the weapon can reach you, you can reach it. An untrained person only thinks about attacking the person “looking for an opening”, not attacking the weapon and controlling it so you can then attack the person. You overlooked this most crucial part of my post, that after deflecting/blocking then you attack the hand/arm that has the weapon, as we say “defang the snake”.

Armies of 10's of thousands have met on battlefields and fought for hours and yet the dead number less than 20%. If all the encounters ended fatally in a few seconds in under a minute you might suffer 50 or 75% casualties.

As you say in another post, armies are actually made up of people who aren’t well trained. Put a stick with a blade on the end in their hands. Form them up and march them at the other side. I don’t know where you got 20% dead from but the vast majority of deaths occurred after the actual battle from injuries that were usually poorly treated.

Give me a roman gladiator with a buckler and short sword and he'll have the guy with two daggers for lunch 9 times out of 10.

In your opinion.

I'm aware of the problems with long hafted weapons in terms of recovery time. None the less they're a lot more formidable than a dagger.

Only more formidable in the sense they can do greater crushing damage from their sheer weight. Recovery time is not the major disadvantage of a reach weapon. It’s once you’re past the pointy end, from either a miss or a deflection that the user is pretty much at their opponent’s mercy.

The best combo is clearly sword and shield or else it would not have gotten so much use. You don't really want a large shield for single combat (this goes back to fighting in ranks) but reach is still a factor and a shield can often be used MUCH more effectively as a second weapon than a second weapon can. The point of all this is that you can't make a simulationist argument for multiple attacks for the dagger wielder because it's the less effective system.

Never fought someone with a short sword and shield, so I can’t really comment on it unless you want me to give it some serious thought and come back to you. And I’ve always agreed with you that having two daggers shouldn’t mean you get an extra attack. I only spoke out against you saying that two daggers was an inferior fighting form when my direct experience and training says otherwise :)

This is semi ninja fantasy. parrying large weapons with small weapons is tricky business. You can't parry a baseball bat with a dagger most of the time and a broadsword is significantly more dangerous than a bat. Before we engage in more ninja fantasy dodging blows and giving glancing parries that redirect rather than blocked lets remember this is DnD. You might be immobilized when you're trying your dagger parry. You also might be surrounded.

*sigh*

Please don’t treat me like I’m some teenage kid who hasn’t been around the block a bit and is just going by what he sees on TV or reads in comics. I know the dangers of live weapons, I know how a sword can be used in combat and I also know how to counter it. I never said it was easy but using two knives gives you options that a single sword user just doesn’t have.

I fully agree with you when it comes to the D&D game, we can’t make it a simulation of reality. But I’m not arguing that, I’m taking you to account on what you perceive reality to be when you haven’t trained in it.


As far as harmony goes, if I bump/push/nudge you with the shield and impede your balance for just a second I might easily lop off your lead foot with a blow you couldn't see until the blade whistled out from under the shield. There's a lot of things that work in "harmony" many of them much more effectively than a pair of daggers. There's no way you can make an argument that 2 daggers is always better than other armament and in fact most often it's simply worse. beyond the "realism" there is a game here and unbalancing it in the name of "fantasy realism" o the detriment of balance makes practically no sense.

Again, not arguing for unbalancing the game. 4e has done an excellent job restoring balance. I really hope they don’t blow their hard work.

There are definitely many ways a sword and shield can work together but I would argue that two short knives in your hands work much faster and more harmoniously/fluidly.

Cheers
BlockyPS
 

Hi Plane Sailing,

Anecdotal evidence part 1: A friend and I once tried a sparring experiment. I had a 3ft bamboo cane, and if I could touch any part of him with it, he would be dead. He had a standard 10ft halberd. In about 10 minutes sparring I couldn't touch him. I couldn't even come close.

I’m sorry PS, an experiment between two people who have no idea what they’re doing just doesn’t cut it as evidence.


evidence part 2: back in 1983, the BBC did a series on 'way of the warrior' examining a number of martial arts styles. In the one focussing on Japan, a modern kenjutsu master made the point that fighting with a sword against a bo, spear or naginata - basically anything that had reach on you - was incredibly difficult. He found it almost impossible to beat any of his students who are wielding a longer weapon than him if they have a modicum of training.

Now this is more interesting but it’s impossible for me to critique it without seeing it. The main thing I’d want to know is whether the master attempted to control the incoming weapon. If he was relying on his speed only (and Kempo experts are damn fast) then he is being quite foolish.

I believe the Kenjutsu and Kempo arts developed from the Samurai who were imo the most advanced practitioners when it came to training of the martial mind. It is amazing stuff but dying out as the sportification of martial starts taking over the world.

But for this ‘master’ that you watched, I’d have to see for myself. I’ve met many ‘masters’ over the years that I have just not been impressed with. These days anyone can call themselves ‘master’ it seems.


The idea of getting 'inside the reach' of a weapon is meaningless for anything other than a 15'+ pike!

I can only presume you mean that no one can get inside the reach of an opponents longer weapon. Well, I can tell you, you are very much mistaken.

Essentially D&D has always grossly underestimated the significance of reach in melee.

Dear me - it's a game. It doesn't refect reality.

Cheers
BlockyPS
 

No, its not. You're looking at the marginal percentage chance that it goes off and not its marginal value. You're also ignoring the diminishing marginal returns on increased hit points and the the diminishing marginal returns on actions. You're also ignoring the opportunity cost of blocking an attack
You are greatly mistaken. I'm ignoring none of these. The only argument that you can make that holds any water is that with a higher staff value it might be easier to pass on a 1st round attack that you felt was less threatening than a future attack might be. The problem with this is by holding off you offset the potential gain by the possibility that you would fail to get to use the power at all. I exactly calculated the odds of using the power. There is no way to argue it's use gets exponentially better as you gain con, it only gets marginally better and it's margin is decreasing.

Why does diminishing marginal returns on actions and hit points increase the returns on protection? Well, your expected value for loss depends on both the chance you get hit, the damage you take, and actions you lose. So as the damage you take gets higher and the actions you lose get more costly, its more important to block those attacks.
This is fluff. Your actions and hit points do not change in relative value over time. The game scales in a linear fashion, it's just as important to not get stunned at 4th level as it is at 14th as it is at 24th. More importantly since you can only block one attack per encounter with the staff, beyond the point where you're nearly always getting to use it, there is almost no increase in benefit.

Now, the cost of blocking an attack is the chance that you can block another. So initially, with a low value you get a chance to block an attack you pretty much have to take it, the cost of not doing so is low(you might not be able to use it again), but the gain is relatively high.
You have this backwards, but I understand your point. I agree there is a slight gain in utility (nothing close to exponential) by increased confidence that you could pass on blocking a non condition attack in an early round and still have a relatively high confidence you'll block another later. This also has a chance of failing to work and potentially costing your character his life (which is a massive decrease in utility). I think they mostly offset but I'm willing to concede that there is a slight benefit. Since frequently monsters are unleashing their encounter powers early, this is a lot less benefit than you're trying to imply.

However, as your percentage chance of blocking anything increases, those opportunity costs increase for all attacks that are of low value, since you can get hit by something of high value instead and as your percentage chance of that happening increases the cost increases. But remember what opportunity cost is, its what we're giving up. Since the value of blocking any one attack is static then our other options must be increasing in value.
This is false. It also ignores the chance you'll fail to use the power. In any event if the attack is of low value you can still choose to ignore it regardless of how good your staff is. The same opportunity costs apply to both. The math gets better as you increase the con score but only slightly per increment and ever decreasingly. I can do the math of the probability of getting hit twice and it will definitely show this to be true. You're also ignoring the fact that a subsequent attack might do less damage than the one passed upon and thereby guarantee your decreased utility. Bottom line you argument regarding opportunity costs is very very weak and certainly not the basis for an EXPONENTIAL gain in utility.

And since we know that there is a decreasing marginal return on hit points and action(that is to say that attacks that take away more hit points or actions have an increasing marginal cost to us for every hit point and action they take away) we know that we're essentially increasing our marginal utility of our total expected payout faster than we're increases our marginal utility based on the question of "will i be able to use this". Because the question is rightly "will i be able to use this to block an attack that damages me greatly". I.E. since the vast majority of attacks do not impose a high cost, the ability to choose lets you choose the highest cost to block. The chance to block any single attack with a +1 gives you a linear increases in the payout of blocking that attack. The increasing chance to use that on a higher value attack means you must be increasing your payout in an increasingly marginal fashion.
Your argument is totally flawed here as you disregard the very real possibilities of NEVER getting to use the power as well as the possibility you'll have to use it on a weaker attack later or even worse, you'll get yourself killed because no future attack fell in the range. These are massive opportunity costs of the decision to "withhold use". It's marginal utility is definitely not increasing. I totally understand the concept of attempting to hold it for a more important attack but you're not factoring many real facets of the game, especially the concepts that the strongest powers are often released in the first 2 rounds and failing to use the power at it's first opportunity can get you killed.

Its for this reason that the wand bonus also has an increasing marginal return, because the question is not "do i get more of a chance to use this" or "do i get to to increase my return on any specific attack" but "do i get to hit with my best attack when i need to, and do i increase that probability?"
This argument is repeated all over DnD forums, that still doesn't make it right and it's certainly not mathematically correct. You're totally ignoring that in most uses of wand it fails to change the outcome of the attack. By about a 7-1 ratio on average. Even with an 18 dex, the wand is only useful 1 time in 5. The fallacious logic that it's on "the big attack" is dreadful reasoning since few if any monsters are slain by one big attack. A lot of orb lock down arguments try and say this increased chance magnifies the orbs power but that's simply ignoring the fact that by the time you have lock down with the orb you have multiple powers that can inflict a debilitating effect. In the same 5 encounters the +1 of staff will likely block 3-4 hits by itself and the staff interrupt will block another 3-4. Blocking 8-9 attacks is massively more valuable than landing an additional attack (even if it's your big daily). The only way to argue wand is even remotely close to an equal utility is in getting a lock down stun on a solo. But since solo's are the majority of encounters and the wand still only changes about 1 roll in 7 this is really poor utility.

And again, that is not what we care about. We care about how long, on average, any enemy will be held. I.E. we don't necessarily care that the +1 doesn't help us on a roll of a 4, but we do care when they start rolling above 10. The marginal utility rightly then becomes for the first +1 1/10 and for the second 1/9 and for the third 1/8.
You're quite mistaken here as well. We do care about holding monsters as long as possible but these are not exponential gains, they are slightly increasing marginal gains but this still ignores the fact that +1 more orb only impacts about 1 encounter in 7. That's the reality. The math you're quoting pretends there is an increase in utility for holding something 10+ rounds.

Now, there is a limiting factor in that total lockdown is unnecessary since you're only going to be fighting for so many rounds(though this increases as time goes on), however this factor is not rubbed up against until you're looking at the huge marginal utility gains brought on by having +9 or more wisdom. A number which precludes a strong value in constitution, making an argument about its marginal utility at those values pointless for our discussion. Before that, the increases in utility are overhwelmingly marginally positive.
Once again, marginally positive is still not exponential gains. +9 for wisdom will not benefit your pc as much as +3 con, +6 wisdom (probably even 3/7 or 4/6 if you consider the opportunity costs associated with having a wisdom + 9 wizard). By starting with a 20 wisdom, your pc with will likely have terrible hitpoints and fortitude and will be perpetually behind in ATT which translates into a great number of misses over the life of a pc. Even as the number of rounds of combat go up, holding a significant monster out of combat for 4-5 rounds will drastically change the encounter dynamics. There is definitely a rapidly decreasing utility in forcing failed saves beyond a certain number of rounds.

Status effects on enemies you're attacking aren't all that valueable. If you were attacking the monster you would be laying down your encounter and at-will effects making him weaker. The idea of a status effect is to remove an enemy from the fight so that you don't have to deal with him. At epic levels you're going to be dealing with 10-15 round fights. Anything you do to increase your average hold over that is a big deal.
At what expense? You're endlessly talking about opportunity costs but don;t take any of the inverse opportunity costs into account. If you play an orb wizard and try for lock down by raising wisdom above INT you're ignoring all the times you've missed by a roll of 1 and would have started an additional status effect. No matter how you argue about marginal utility +1 on orb still only changes 1 roll in 20 saves on one single condition in an encounter (this averages out to about 3 rolls an encounter). The +1 ATT affects every attack roll in the encounter. This averages out to about 15-30 rolls per encounter. You're going to actually change about one save every 7 encounters with +1 wisdom but you're going to gain about 6-10 additional hits in that same time. Some of those might deliver a status so you might actually cause more rounds of status by not having as good an orb value but having a better ATT. Not to mention the massive increase in damage you'll be contributing to the effort.

Optimal play strategy has the wizard landing a save ends that hampers on an enemy and then ignoring it while they kill everything else. Marginal returns on the time itself are only slightly dimished(since the enemy is not dealing damage there is no increasing marginal cost imposted as combat extends and your hit points and surges get lower[these things being marginally more valuable the less you have]) compared to the massive increase in time that higher values represent[its possible that marginal returns are initially negative though i find it unlikely, but the margin on the margin is overwhelmingly positive]
You're deluding yourself.

Wand is an immediate interrupt. You apply it after the roll like the staff, you just don't apply it after the damage roll.
Um... NO, unless it's been errata'd it's a free action and it is applied before the roll. It is not an interrupt. This might explain your belief that it compares because that is not RAW and it most definitely is crippled by not being an interrupt.

Ironically if you rule that the ability cannot be used after you know whether or not it hits, the marginal utility increases dramatically, because for every + you add, not only do you increase linearly the chance you turn a miss into a hit, but you also decrease the uncertainty that exists from the question of "will this bonus on this attack hit the enemy" and "do i need to use this bonus to hit the enemy". Both of these will increase your expected return.
this is pseudo math. Blatantly false and barely makes sense.

The ability to place a scorching burst is much lower.
This is ridiculous. While it is true, you can impact further around an obstacle (but most likely only by cheating via metagame knowledge the pc wouldn't have) If you kept trying to hit monsters around corners you can't see as a DM I would leave the pieces in positions that didn't correspond to their exact location making you waste your turn frequently with blind fire. More importantly suggesting this compensates for the vast range of options given to the caster of scorching is ridiculous. You're still counting on several feats and being paragon level.

E.G. A wizard with thunderwave can land a blast at T while being in the position W by placing the origin square at O even if there is a wall at -

Code:
TTTT
TTTT
TTTT
TTTT
----0
  W
In many situations this extends the wizards ability to hit enemies just as much as a scorching burst can when terrain is very open.
pretty situational and definitely cheating if you don't have some means of targeting the creatures.

Combat round time increases increasing the liklihood that people will be using their at will. The presence of a strong push at will increases the versatility of the player to choose effects on his encounters that do not overlap, this gives him more tactical control of the situation.
The first part is questionable, high level pc's will have more magic items, more encounter powers, more dailies, if combat rounds goes up the encounter is likely difficult and as such the pc's will be MORE likely to use up dailies. You're still not making a point that's relevant in the second part of this. No one is arguing that thunderwave isn't tactically valuable in a lot of situations. You've just come to the biased conclusion that this is both indispensable and too costly for your build. opportunity costs for your choices are a good thing. Having only one viable build is not. It's obvious that push 4 is better than push 2 but if you settle for push 2 you get other things in return. That's the nature of the game.

2 Feats. One of the three i listed is unnecessary. And Ray of Frost certainly doesn't with distance advantage and other abilities
If you couple ray of frost with wintertouched and lasting frost, you grant combat advantage to everyone in your party who takes wintertouched with every cold power. If they also have cold powers or a frost weapon you're talking about +5 damage on EVERY hit and +2(CA) on EVERY ATT (and sneak damage) for everyone. This is a massive combo.

You're not making it more powerful. You're increasing the power of non-optimal builds. Its the same thing as saying "great weapon fighters are at a disadvantage compared to sword and board fighters and should get an increase somewhere"
LOL, only if we accept your version of optimal build. It might be a lot of peoples contention that you're now giving the true optimal build a better version of T-wave.

The other option is to nerf the option for wisdom based wizards or to add effects to other at wills that scale with their respective secondary stats (effects that are as strong as the push on thunderwave)
are there hoards of players arguing t-wave is broken?

They do. They increase their ability to lock down enemies with save ends. In just the same way, staff wizards get a beneficial impact from pumping constitution. They get an increase in the ability to block an incoming attack once per round. Why should one of them get an increasing marginal return on an at will while the other doesn't. [Push strength is an increasing marginal return]
This is another very circumspect argument. There is no requirement for all secondary or tertiary ability scores to get equal treatment. The wizard description says secondarily on wis, dex and sometimes con. This implies that wis is the secondary stat. Is this bad?

The opportunity cost of choosing a wisdom based wizard is increased when you give the other options the ability to have that strong control mechanism.

The opportunity cost of choosing a staff wizard or wand wizard is static when you give them the ability to have that strong control mechanism. Their opportunity cost is unchanged, their benefit is increased.
is there a point here?

If you only have a push 2 you can prevent the flank on the rogue, but you can't stop the enemy from shifting again and striking the rogue. If you have a push 4, you can push the enemy to a position where he has to shift twice or provoke an OA for movement from the fighter.
who cares? this is totally anecdotal. You're not making an argument here. I understand push 4 is situationally better than 2. If you want to have a dominating wave, then pump wisdom if you're willing to accept a lesser wave, then so be it this is getting to the point of whining about wave. I don't have wave in my build. I took the opportunity cost at 1st level to trade a 3rd at-will for 1/encounter teleport. I shouldn't get both, that's what makes building pc's fun. You need to decide on your vision and tactics and build to suit.

Yes, the body is amazing but it is very vulnerable too. Know those weaknesses (arteries, tendons) and you can defeat an attacker with a fast cut more efficiently than hoping a heavy blow lands in the right place or a thrust to the body doesn’t get caught on the ribs etc.
ridiculously anecdotal. More people killed by swords in combat than knives by a factor of likely 10-1

I don’t think so. Some of the guys I train against are recognised as some of the best in the world. However my reference to daggers is probably misleading. I use dual knives. The blade is a foot long and flat on the reverse side, for blocking (as you know daggers are bladed on both sides).
Do you think you would fair well against a sword and board knight in chainmail? I don't. A trained fencer with an epee/foil? I don't. A samurai with a katana? I don't. A germanic barbarian with a maul or great axe? I don't. All of the present various problems for your system. You're not always going to be the best trained or the fastest and if you're not both of those you're likely going to die when wielding two knives vs a more imposing weapon. I guarantee you can't block my one handed swing with a long sword with a dagger. If you're inside the arc you're going to take damage and then it becomes a matter of recovery vs counter. I can feint you into exhaustion because you need to work overtime at avoiding being hit. I also guarantee that you can't strike a vital blow with a 1' knife if I shield bash you and extend my arm. Meanwhile I'm taking your balance and opening you up to a host of attacks from front leg attacks to a reach around thrust or an overhand crushing blow. Who ever you're sparring with is not using high force attacks because your wrist and forearm will not take the amount of energy a 6'5" 250lb man can generate even when spread out via the flat edge. Against a novice attacker you might be able to step inside a blow and fend off a heavy attack close to the hilt but a trained attacker will feint a chop and run you through when you step inside the blow. I know a little bit about two weapon fighting, two of my friends are "dog brothers". They train quite a bit and have regular gatherings for full contact stick fighting. They totally agree that switching which weapon is defending and which weapon is attacking is a fundamental part of two weapon combat, it still maintains my position that the second weapon doesn't actually grant a second attack (except rarely)

In the hands of an accomplished martial artist a weapon is merely an extension of their body. Ideally it should react as quickly as their own hands as well as having the structural strength behind it to block powerful blows.
I question this. I understand the techniques used to block heavy blows with knives (or tonfa) but there is a point where you can't maintain the block or the force with either overwhelm the defense or render the blocking arm less useful to some degree.

Due to their smaller size and weight you can fight with knives almost as quickly as you can use bare hands. Their lightness means you can change direction with them lightning fast too. And as I said above, it takes just one cut to a variety of areas to finish a fight.
I understand all of this but there are still two problems. First this still implies a defense and an offense which means 1 attack and second it ignores the very real possibility that you'll be killed before you ever close the range gap.

You are also seriously underestimating the effectiveness of having a second weapon. With a single weapon it’s like fighting in a fist fight with one hand tied behind your back. You’re options are severely restricted which makes you much more predictable.
bad analogy because even if i never hit you with my left hand it still can block your right or be used for control, leverage, grappling etc.

I was of course referring to experience or training with weapons. I’m assuming that you would have had some training in the SEALs with knives but as you know the training in them is very limited as the vast part of your training is with guns and other utility equipment. In fact, most people would be surprised to learn that in the whole of the armed services bare-handed and knife combat has little place in training, besides bayonet drilling. Most of the guys in the SAS here actually get their martial arts training outside of the forces and even fewer get proper training with weapons.
fighting with swords and knives is marginally obsoleted by firearms. The preponderance of military training is focused on weapons with greater range and has been for ages because killing the other team before they get in range is very effective.

But I’m sure now that you’re older and wiser you can see how pretty stupid you were getting yourself into bar fights, especially one every couple of weeks. In fact you’re lucky to be alive. To go into a bar fight and not know 1) how good your opponent is, 2) whether they are armed or 3) whether they have several friends nearby ready to jump you from behind is pretty crazy. My instructor was a bouncer for a several years and has several knife wounds from his years on the door. People out there are pretty crazy.
Even when I was younger I realized the potential for a serious negative outcome. I grew up in an area where Italians and Irish didn't always agree, and though I've never actually started a fight, I'm not particularly good at walking away. I have grown up, and I'm someones dad now. Only twice since my children were born has a situation arose where fighting seemed the only option. I probably could have avoided one of those with some serious effort but the other involved a pair of drunk men beating on a woman in a gas station and me verbally saying "hey, take it easy" precipitated an encounter.

HP's are a necessary abstraction to make dnd fun. No one enjoys automatically losing a pc every 50 or 100 attacks.

I have already explained that a simple cut can kill a person, that’s not a ‘weak’ attack if they’re bleeding to death. Whether they’re armed or trained is irrelevant to the point. And if they’re armoured then a) that slows them down making my additional speed much more of an advantage and b) a thrust with a knife using the right body dynamics and structure can be very powerful and penetrate most armour (assuming they’re covered from head to toe and have no exposed areas you could attack instead)
while a simple cut "can" kill a person, the truth is it most likely won't. I've seen someone with a punctured heart survive. I totally agree it's possible to generate enough force to puncture most armors with a knife. The tricky part here is if your opponent is trained he's likely going to be impeding your ability to generate a perfect attack either through his posture, his active defenses, or his offense. His passive defenses are therefore vastly improved because most of your attacks will wind up being sub optimal.

Reach is an advantage when using similar weapons (hands in your case) and you are evenly matched in ability.
Reach is pretty much always an advantage. Obviously if someone has a 15' pike and you pass his guard it's game over but a 30" sword has a MASSIVE advantage over a 12" knife. Give me a broadsword and a spiked buckler and I'll dominate your two knife system even though my training is extremely minimal with that pairing. I'll certainly teach you a massive lesson about lead leg vulnerability. The suggestion that it's easy to close the range or that it's really hard to use a spear to good effect on an attacker who is trying to close seems poorly chosen. Men have hunted lions with spears for ages. Hunting lions with knives would be tantamount to suicide. An elephant? Rhino? Dragon? DnD has to abstract weapons into a balanced game. 1' knives would be pitiful against a scaled dragon with a 10-15' reach. Any weapon would be seemingly pitiful but it's a lot easier to imagine a sword or spear having effect than a dagger.

Sorry not true. I can stop a full swing from a baseball bat with one knife. As I mentioned before, it’s a matter of getting the right technique and body structure. Don’t try it at home readers. It takes years of training to get it right!
A trained attacker will shift his angle slightly and seriously damage your forearm. Your wrists must be extremely flexible or the knives shaped oddly to get enough surface on your forearm. If you're suggesting that you're deflecting rather than blocking I'm suggesting your attackers are not good. I also think you're mistaken that you're blocking a full swing. There's a lot of energy being created by the head speed of the bat/sword and the knife is not spreading it over the entire forearm like a tonfa might.

Well, APC, I don’t blame you but you obviously don’t know how to use 2 weapons properly.
One of the problems with sparring that might lead you to a mistaken conclusion is the belief that you can repeatedly block a full speed sword swing under an adrenal state. If they were sparring against you with a bat or sword and took a full swing you would have a serious chance of being injured. This leads me to believ you're not facing full force attacks from a suitable weapon. This isn't something easily replicated for training and the mechanical 1/4 speed training you might have done most likely DOES NOT REPLICATE actual combat.

And you can’t bring the comparison of modern warfare into this either. A bayonet is attached to the end of a gun for a reason. A soldier, would never drop their gun to draw 2 knives, you of all people should know that. However, 2 knives has a massive advantage over a stick with a knife on the end of it.
DnD has lions and bears and dragons... I think you would rapidly change your mind when presented with these situations. I'm also of the opinion if this was the case, there would be statues of double knife wielding warriors in in Rome.

This shows your limited understanding in the use of weapons. A weapon is only dangerous when it enters a certain zone around you where it can reach you. When the weapon can reach you, you can reach it.
you're mistaken. I'm well aware of the liabilities of weapons as well as their strengths. People attacking with a weapon often lose focus and pay attention entirely to their weapon thus if you control the weapon you control them.

An untrained person only thinks about attacking the person “looking for an opening”, not attacking the weapon and controlling it so you can then attack the person. You overlooked this most crucial part of my post, that after deflecting/blocking then you attack the hand/arm that has the weapon, as we say “defang the snake”.
You overlook the most important part of my post. More often than not, offense trumps defense in combat. More often than not you'll be killed before you reach knife range. If your argument held water we would have seen a lot more of that system in historical combats. When I said looking for an opening I meant an opening to advanced my position without letting you advance yours. I've actually had firearms and knives pointed at me in the heat of the moment and I'm still here, so I think you might assume that I'm well aware of the concept of attacking the weapon/weapon hand.

As you say in another post, armies are actually made up of people who aren’t well trained. Put a stick with a blade on the end in their hands. Form them up and march them at the other side. I don’t know where you got 20% dead from but the vast majority of deaths occurred after the actual battle from injuries that were usually poorly treated.
No I never said that. I said that reach weapons often allowed lesser trained troops to kill better trained troops before they could close and use their training. Many armies had tons of training. You're not really making a point here. I gave you hard numbers I can prove and you're commenting on woeful medical practices in medieval times. I just pointed out your assertion that most combats end in a few seconds is simply not true or else a battle that lasted hours would see casualty rates beyond anything ever experienced. An average centurion would carve you up without missing a step because he has more training, more experience, and better reach.

In your opinion.
you're really kidding yourself. How many hours a day do you train?

Only more formidable in the sense they can do greater crushing damage from their sheer weight. Recovery time is not the major disadvantage of a reach weapon. It’s once you’re past the pointy end, from either a miss or a deflection that the user is pretty much at their opponent’s mercy.
History must be wrong. You keep assuming the miss incidentally. What happens when they don't miss? what happens when you face an even marginally well trained attacker who knows that 1' knives can't protect your leading leg? how will you close then? There are also a lot of weapons that you can't ever gain a real advantage on. A 20" gladius sharp on both sides, can be used to attack your weapon hands or leading leg and it's speed is comparable to that of a knife. You can almost never get insides it's reach but it still has an advantage when striking you first.

Never fought someone with a short sword and shield, so I can’t really comment on it unless you want me to give it some serious thought and come back to you. And I’ve always agreed with you that having two daggers shouldn’t mean you get an extra attack. I only spoke out against you saying that two daggers was an inferior fighting form when my direct experience and training says otherwise :)
OK, I'm not there when you train but I suspect that you can't mirror real world combat and safely train your style and as such some things fall through the cracks. Stopping one heavy sword blow (i.e. a perfectly placed baseball bat attack) and stopping several during the fluidity of combat are not the same. I'm unsure how your system would respond to punches from a spiked buckler, or shield with sharpened edges. Your system has to rely on agility and a shield rush can take away a lot of options.

Please don’t treat me like I’m some teenage kid who hasn’t been around the block a bit and is just going by what he sees on TV or reads in comics. I know the dangers of live weapons, I know how a sword can be used in combat and I also know how to counter it. I never said it was easy but using two knives gives you options that a single sword user just doesn’t have.

I fully agree with you when it comes to the D&D game, we can’t make it a simulation of reality. But I’m not arguing that, I’m taking you to account on what you perceive reality to be when you haven’t trained in it.
Point taken. I apologize. I'm not trying to be little you but I think there is a lot of empirical data that says sword and shield was the combo of choice. I don't think your training mimics actual combat close enough to be sure that a heavy sword attacker won;t cave in your defenses under a flurry of blows. Heavy swords sometimes caved in the defenses of heavy shields and you can't really believe blocking with a dagger is easier or less risky than blocking with a shield.
There are definitely many ways a sword and shield can work together but I would argue that two short knives in your hands work much faster and more harmoniously/fluidly.
I agree on fluidity and speed. Harmoniously is a judgment call. My problem is that I perceive the reach advantage to be significant enough to overcome the fluidity/speed.
 

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