Fireballs are attacks rolls now?

mearlus

Explorer
Per Rich Baker's blog "A brief playtest note from last night's game, DM'd by Dave Noonan: I rolled not one, but *two* critical hits with fireball attack rolls last night. The second actually one-shotted a tough troglodyte skirmisher; just smoked him outright, full hp to dead in one go. Oh, and I had a great initiative roll, so it was the very first thing that happened in the fight. Hee hee hee! Scoring criticals with attack spells is *fun.* My warlord/wizard sure feels like he kicks some butt!"

Does this mean no save for half?!
 

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It has been pretty much commonly suspected (if not officially confirmed) that saves will go to static defense scores that the attacker has to roll to overcome (ala Star Wars Saga & AC in the current edition). For example: a character could have a Will Defense of 12, Reflex Defense of 15, and a Fortitude defense of 13. An attacking spell caster would have to roll to overcome one of these defenses for his/her spell to take (full?) effect. Thus the hints we have received from various sources about +6 wands or some-such make more sense.
 



I disagree. Fireball as an area of effect is too iconic to change. It might get moved to a higher level, might have its area of effect changed, but as long as there's a spell in the game that makes an explosion of flame, that's the spell that will be called fireball.

My guess is that criticals are only possible against a directly targetted foe. Shoot a fireball at the dragon's head, and you might get a critical. It only affects the dragon, not the hatchlings next to it. They take normal damage, but not the critical. Shoot a fireball at a point in the air next to the dragon, no chance for critical, but you can customize where you hit more effectively.

That's just speculation, but it sounds like a good idea to me. Much better than changing Fireball to a single target, then inevitably releasing the Ball of Fire spell that does what the old fireball did.
 

I can see this already:

MAB based on caster's level. Roll your MAB (modified by Intelligence bonus, if any plus miscellaneous modifiers) versus their Reflex Defense.

Poof! That's your "attack roll".
 

Cadfan said:
I disagree. Fireball as an area of effect is too iconic to change. It might get moved to a higher level, might have its area of effect changed, but as long as there's a spell in the game that makes an explosion of flame, that's the spell that will be called fireball.

My guess is that criticals are only possible against a directly targetted foe. Shoot a fireball at the dragon's head, and you might get a critical. It only affects the dragon, not the hatchlings next to it. They take normal damage, but not the critical. Shoot a fireball at a point in the air next to the dragon, no chance for critical, but you can customize where you hit more effectively.

That's just speculation, but it sounds like a good idea to me. Much better than changing Fireball to a single target, then inevitably releasing the Ball of Fire spell that does what the old fireball did.
I suspect it's more that as you gain in power your Fireball spell expands outward; that way even low level wizards get to chuck a fireball, but high level wizards chuck a *monster* fireball!

Consider also that Rich's Warlock/Wizard may only have 1 or 2 Wiz levels; and the Tomb under the Tor Wizard (who appeared to be able to lob a Fireball) did so at level 1.

I don't think we've seen a report from a wizard who was clearly of 3rd or higher level as yet!
 


I don't think you need a MAB. Just use BAB!

Probably BAB is changed anyway so that it is "level + class bonus" for everyone, so Wizards aren't lagging behind Fighters, but they just have a smaller bonus, which is effectively compensated by the fact that spells may often require just a touch attack, thus bypassing armor bonus.

Fighters may look like they can target spells better than Wizards... so what? Fighters don't have wizards' spells to cast anyway :D And if they multiclass and get some, they'll get the lower level ones only. Hence a Ftr/Wiz will be better than a straight Wiz in targetting his spells, but will be able to cast only weaker spells.

Isn't that what we wanted? A reason to play a Gish? ;)
 

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