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*Pathfinder & Starfinder
Giving some dailies more oomph
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<blockquote data-quote="keterys" data-source="post: 4619567" data-attributes="member: 43019"><p>And requires action maintenance, minor at a minimum but quite often also multiple standards.</p><p></p><p></p><p></p><p>Fireball does more damage much more quickly to far more targets, but falls behind in later rounds, so it depends how many rounds you have and how many opponents. It is also important to compare the damage of Bigby's against actually using those standard actions for something else, even at-wills. For example, its attack damage is only really about 1d8 per round if you factor out the standard action. </p><p></p><p></p><p></p><p>That'd be fine, though personally I'd just as soon add something snazzier than raw damage to it. Much like I think magic missile is great with the push 1 from a master wand, I'd rather see Fireball have a "Cool!" factor that makes people grab it. I do suspect it could do 4d6 and still get there, though.</p><p></p><p></p><p></p><p>Fireball hitting 3 targets for 3d6+8 (18.5) vs hitting one target for 4d10+8 (30) is not a horrible comparison. With a burst 3, you're probably using it wrong if you hit less than 3 targets. If it were 6d6+8, that'd be 29 vs 30... and _that_ is a bad comparison indeed.</p><p></p><p></p><p></p><p>And martyr's retribution can hit no one, if you're at range > 1, or immobilized, or don't have a healing surge. I don't think that's being missed.</p><p></p><p>Personally I think the problem is with a handful of dailies that trump all others, no matter what the others are. Yes, Fireball should be better than it is, absolutely. But double any damage ability whatsoever, without considering each in turn? I guess, if you want to catch them up to the Flaming Sphere/Stinking Cloud crowd. But then next you might want to look at the next tier of powers, then the next, until finally they're all equal with the top.</p><p></p><p>Then again, I'm not very happy with the gigantic swing such dailies provoke, either. Hard fight to trivial fight, with the use of one or two dailies, just encourages people to rest more and plays havoc with balancing encounters.</p><p></p><p>That said, if you're unhappy with the speed of combat already and don't think things die fast enough... then totally go ahead and amp up the damage on lots of powers. I think it might make more sense to do it on a case by case basis, since there are certainly a large number of x[W] damage powers that could use some help. Or a lot of powers could use some help, in general, honestly. But I'll admit that would be a lot more work and your fix is probably good enough - more damage in a one shot is not going to break your game, almost certainly.</p></blockquote><p></p>
[QUOTE="keterys, post: 4619567, member: 43019"] And requires action maintenance, minor at a minimum but quite often also multiple standards. Fireball does more damage much more quickly to far more targets, but falls behind in later rounds, so it depends how many rounds you have and how many opponents. It is also important to compare the damage of Bigby's against actually using those standard actions for something else, even at-wills. For example, its attack damage is only really about 1d8 per round if you factor out the standard action. That'd be fine, though personally I'd just as soon add something snazzier than raw damage to it. Much like I think magic missile is great with the push 1 from a master wand, I'd rather see Fireball have a "Cool!" factor that makes people grab it. I do suspect it could do 4d6 and still get there, though. Fireball hitting 3 targets for 3d6+8 (18.5) vs hitting one target for 4d10+8 (30) is not a horrible comparison. With a burst 3, you're probably using it wrong if you hit less than 3 targets. If it were 6d6+8, that'd be 29 vs 30... and _that_ is a bad comparison indeed. And martyr's retribution can hit no one, if you're at range > 1, or immobilized, or don't have a healing surge. I don't think that's being missed. Personally I think the problem is with a handful of dailies that trump all others, no matter what the others are. Yes, Fireball should be better than it is, absolutely. But double any damage ability whatsoever, without considering each in turn? I guess, if you want to catch them up to the Flaming Sphere/Stinking Cloud crowd. But then next you might want to look at the next tier of powers, then the next, until finally they're all equal with the top. Then again, I'm not very happy with the gigantic swing such dailies provoke, either. Hard fight to trivial fight, with the use of one or two dailies, just encourages people to rest more and plays havoc with balancing encounters. That said, if you're unhappy with the speed of combat already and don't think things die fast enough... then totally go ahead and amp up the damage on lots of powers. I think it might make more sense to do it on a case by case basis, since there are certainly a large number of x[W] damage powers that could use some help. Or a lot of powers could use some help, in general, honestly. But I'll admit that would be a lot more work and your fix is probably good enough - more damage in a one shot is not going to break your game, almost certainly. [/QUOTE]
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