Fixing Magic Missile

Some Thoughts

While its true that MM is a strong 1st level spell that I believe shouldn't be used as a template for creating new 1st level spells (glares at Tome and Blood).

While spells like Shocking Grasp and Burning Hands are subject to elemental resistances, MM is subject to the more-rare but more spell-stopping "immunity to MM" which some creatures have, is granted by a low-level magical item, and a common 1st level spell, Shield.

Weakening MM will allow more 1st level spells to get some play, but at higher levels you shouldn't be relying on 1st level spells anyway...

Technik
 

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I'm a bit worried about how this affects the metamagic-ability of MM though. When not facing hordes of enemies, I like using Empowered Magic Missile in lieu of Fireball. A bit less damage, and no area effect, but it's not subject to reflex saving throws (and thus, people with evasion), or elemental resistance. And when you're going up against one big guy instead of a horde of little ones, he's likely to have a good reflex saving throw and maybe elemntal resistance. And x2 empowered Magic Missile deals more damage than a 9th level cone of cold (though it doesn't do as much damage as empowered fireball).
 

I understand the OP's problems with MM, and I agree.

In theory.

However, when all is said and done, high level wizards very rarely use lower-level spells. When they fall back on 1st - 2nd level spells, they are mostly food for the lemures.

Except for MM.

The MM is the fall back spell of wizards. When a critter has elemental resistances up the wazoo, the wizard can always rely on MM to slowly but surely soften it up. When a wizzy is down to his last spells, he can always thrust MM to keep on going.

Even though MM is unbalanced for 1st level, it's access at such a low level gives a wizzy a better presence on his utility in a group. Nerf MM, and it's not one spell that you nerf, but the whole class once past 6th level.

I am sure the designers did notice MM when doing 3.5 (or 3.0 for that matter), but might have felt like me i.e. felt nerfing it is like removing the little pebble that holds the mountain together.

Not everything in D&D can be quantified and evaluated by charts and equivalences. Some things have to be looked at with the Big Picture, or you might affect the game with a bigger impact than what is immediately obvious.

Food for thought...
 

Trainz said:
However, when all is said and done, high level wizards very rarely use lower-level spells. When they fall back on 1st - 2nd level spells, they are mostly food for the lemures.

Except for MM.

Disagree.

Other 1st level spells that remain useful:
- Shield (fixed bonus, duration scales)
- True Strike (fixed bonus)
- Exp. Retreat (fixed bonus, duration scales)
- Enlarge Person (fixed bonus, duration scales)
- Protection from Evil

And I also disagree that MM is unbalanced for casters below 7th level. MM deals less damage than Shocking Grasp, and to fewer foes than Burning Hands, at 1st level. MM has a range of levels in which it is well balanced against its "contemporaries".

My proposed change does nothing to MM at those levels. It only changes how the spell works when you're a 7th level (or higher) spellcaster. At that time, you are presumed to have better spells to cast than MM -- but it's still there, doing 3d4+3 damage if you get desperate.

-- Nifft
 

Nifft said:
I very much do think that Magic Missile is too strong at 9th level. Compare it to Shocking Grasp and Burning Hands (the other two direct damage 1st level Wizard spells) -- what sane person would prepare Shocking Grasp when they could do the same average damage, bypassing all elemental resistances, at range, with no miss chance due to Incorporeality?

IMHO Magic Missile is balanced up to level 5, when it does two dice less than the competition. The balance is between unavoidable, guarenteed damage (MM) vs. higher potential damage (SG) vs. higher damage area effect (BH).

-- Nifft
Shocking grasp, on the other hand, has the benefit of being great for when you want to shake somebody's hand, and isn't stopped by shield. A whole bunch of things also have specific immunity to magic missiles. Magic missile also has a distressing lack of utility purposes or collateral damage.
 

Trainz said:
I am sure the designers did notice MM when doing 3.5 (or 3.0 for that matter), but might have felt like me i.e. felt nerfing it is like removing the little pebble that holds the mountain together.
They actually explained why MM wasn't changed in 3.0

They wanted to change it (to 1d6, save for half or something) because they thought that it's too strong but many playtesters totally hated that. So they didn't change it...
 

Norfleet said:
A whole bunch of things also have specific immunity to magic missiles. Magic missile also has a distressing lack of utility purposes or collateral damage.

Shocking Grasp -- you realize that it's ELECTRICAL damage, right? Some things may have specific immunity to Magic Missile, but many more have immunity or resistance to Electricity. Every spellcasting class can negate Electrical damage with a spell -- only Sorcerers & wizards can negate Force damage.

I'm very curious to hear the utility purposes you've found for Shocking Grasp, though!

-- Nifft
 

Darkness said:
They actually explained why MM wasn't changed in 3.0

They wanted to change it (to 1d6, save for half or something) because they thought that it's too strong but many playtesters totally hated that. So they didn't change it...

Yeah... hopefully, this change of scaling (instead of change in mechanic) will make my players happy, but not break the game.

(Previously, I'd just said that there was no such spell as Magic Missile.)

-- Nifft
 

Nifft said:
I finally realized what I hated about Magic Missile, and what to do to fix it.

The guide to 1st level spells says that they should cap out at 5 dice of damage. That's fine for many spells, but it's based on an underlying assumption -- one die per level.

What the designers should have said is that 1st level spells should cap out at 5th level. Then, spells which graded differently due to the power of their effect -- such as Magic Missile, which increases at one die per 2 levels -- don't outstrip other spells of their spell-level.

Therefore, I'm going to cap Magic Missile at 3 missiles (5th level), where it is still balanced against Shocking Grasp and Burning Hands.

-- Nifft

Damage caps are an inaccurate way of describing the limitations of the spells at each level. Magic missile is fine an is for it's level - it just lacks a true "rival" spell (whereas fireball is rivalled by lightning bolt). I've been studying the spells quite intently as of late looking for patterns to try to bring the system closer together without massive rewrites. Changing one of the games signature spells, in any way, qualifies as a major rewrite and something that turns me away from both products and game tables. I want to play D&D, not Joe Bob's RPG.

Magic missile has an average damage yield of 3.5 per missile, maxing out at 17.5. Shocking Grasp also has a yield of 3.5 / level to a max of 17.5. Because the dice are different the spreads are different - 10-25 for magic missile and 5-30 for Shocking grasp. A maximized grasp does more damage than magic missile.

If you use the feat energy substitution from Tome & Blood, you can modify shocking grasp in order to deal double damage on many types of creatures. Magic missile can't be done this way.

Magic missile is akin to an officer's pistol - especially at higher levels. A high level caster reduced to using this spell is already in serious trouble (if he wasn't he'd use something more effective like cloud kill et. al). Each magic missile deals damage comparable to an arrow without any strength bonuses. Yes, it always hits - but a well honed archer type character rarely misses either and can deal a lot more damage for a lot longer than magic missile using standard issue arrows (add magic arrows to the mix and it gets to be even more fun).

I have my doubts about rewriting spells unless there are serious issues with them. Magic missile has issues - it's borderline 1st & 2nd I'll admit - but we don't have level 1.5 spells so it's always dropped to 1st. A class with the spell at 2nd level would be nice if only to show that the spell is still servicable at 2nd level. Wizards and sorcerers need the spell if only for them melee isn't an option.

A better fix to magic missile than your's nift is to use the playtest version of magic missile everyone hated so much. It deals 1d6 / missile and allows a reflex save for 1/2 damage. This has the same average damage BEFORE save, and considerably less after.

Nerfing benchmark spells won't work Nifft. There will ALWAYS be some spells that are better than others at all levels. Magic missile is an obvious case (maybe too obvious), but all levels feature this. If magic missile is removed from first choice contention, another spell will take it's place. What then, nerf it too? Before long your spell casters will be better off throwing rocks and shooting arrows at folks.

My only real problem with magic missile is that it doesn't have a rival spell - it's a no brainer. Rather than nerf magic missile, I developed a spell that competes with it for the honor of "Best 1st level damage dealing spell." You'll get to see that spell in Art of Magic when it comes out next year.
 

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