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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Giving some dailies more oomph
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<blockquote data-quote="Mengu" data-source="post: 4616595" data-attributes="member: 65726"><p>I would take the powers case by case. If I was fixing fireball, I'd probably just add a push 2 on a hit to make it more controllery. Half damage on a miss is actually not terrible, 7-8 points of damage at 5th level, 10-11 points of damage at 11+ level (same as expected damage from ongoing 5). It adds up to good damage on potentially a lot of targets that you hit, and a little bit of damage to targets you miss. And if you manage to get a tactical assault bonus or the like on top of it, fireball has pretty crazy total damage potential. Having seen it in action, sending it into a room full of undead some of whom you might not even be able to see, the fireball can soften up a lot of targets. You are attacking everything in a 7 square by 7 square area.</p><p> </p><p>With a bit of foresight as to what you may be doing on a given day (we knew we were going up against mummies and other undead), fireball is not a bad second option for a wizard after stinking cloud (especially since Stinking Cloud doesn't work too well against undead).</p><p> </p><p></p><p> </p><p>I would recommend against this. There are certain paragon paths whose feature is precisely to allow rerolls with action points. Giving it to everyone just means action points are no longer going to be used for additional actions, since rerolling a daily or encounter power is usually better than taking an additional action. When you reroll a power that wouldn't have done much (or anything) on a miss you essentially are taking an extra action, and get to use the power that should have been spent. This is a very potent use of an action point.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4616595, member: 65726"] I would take the powers case by case. If I was fixing fireball, I'd probably just add a push 2 on a hit to make it more controllery. Half damage on a miss is actually not terrible, 7-8 points of damage at 5th level, 10-11 points of damage at 11+ level (same as expected damage from ongoing 5). It adds up to good damage on potentially a lot of targets that you hit, and a little bit of damage to targets you miss. And if you manage to get a tactical assault bonus or the like on top of it, fireball has pretty crazy total damage potential. Having seen it in action, sending it into a room full of undead some of whom you might not even be able to see, the fireball can soften up a lot of targets. You are attacking everything in a 7 square by 7 square area. With a bit of foresight as to what you may be doing on a given day (we knew we were going up against mummies and other undead), fireball is not a bad second option for a wizard after stinking cloud (especially since Stinking Cloud doesn't work too well against undead). I would recommend against this. There are certain paragon paths whose feature is precisely to allow rerolls with action points. Giving it to everyone just means action points are no longer going to be used for additional actions, since rerolling a daily or encounter power is usually better than taking an additional action. When you reroll a power that wouldn't have done much (or anything) on a miss you essentially are taking an extra action, and get to use the power that should have been spent. This is a very potent use of an action point. [/QUOTE]
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Giving some dailies more oomph
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