Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hand of Radiance too powerful?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 4933053" data-attributes="member: 2011"><p>Actually, I did take into account the +3 of weapon proficiency, just not the +2 of Combat Advantage.</p><p></p><p>However, a lot of Combat Advantage in 4E is NOT flank. It is due to a power. So if the Rogue gets Combat Advantage, it is also likely that the Invoker would also have Combat Advantage against at least one opponent and the Invoker is still doing this at range whereas the Rogue is typically doing it in melee.</p><p></p><p></p><p>But compare Hand of Radiance to Scorching Burst.</p><p></p><p>Hand of Radiance Advantages:</p><p></p><p>1) It can selectively target foes. Scorching Burst can hit allies, hence, it is extremely limited in application. I played a Wizard with Scorching Burst for 7 levels, so I know this from game experience. There are just too few times where one can get more than 1 or 2 foes in a burst, or sometimes any foes in cases where melee foes are against walls or other barriers.</p><p></p><p>2) It is radiant damage. Compared to Fire damage for which very few foes are vulnerable, nearly all undead are vulnerable to radiant. And, the player knowing that an undead foe is vulnerable to radiant is a no brainer compared to knowing that a foe is vulnerable to fire.</p><p></p><p>3) It can target 3 targets anywhere within range 10 on the board, not just in a burst 1 area.</p><p></p><p>4) At level 21, it increases to a 4th opponent which until the mid-point of any non-solo encounter, means that it averages more damage at level 21 (4 * 1D4+Wis+Magic > a typical 1 to 3 * 2D6+Int+Magic).</p><p></p><p>Hand of Radiance Disadvantages:</p><p></p><p>1) It does one average point less damage per target.</p><p></p><p>2) It cannot be used against 4 or more targets (a rare occurance anyway).</p><p></p><p></p><p>This is head and shoulders above the best Wizard multi-target damage dealing At Will spell.</p><p></p><p></p><p>Compare Hand of Radiance to the Sorcerer At Will power Blazing Starfall. A Sorcerer is supposed to be a Striker (i.e. do more damage), but is limited to a Burst 1. So on average, Hand of Radiance will typically average more damage than Blazing Starfall, even with the fact that Blazing Starfall does a few more points of damage if the target moves out of the zone.</p><p></p><p></p><p>Compare Hand of Radiance to the first level Encounter power Force Orb. Due to the difficulty in getting multiple foes to just stand next to each other, Hand of Radiance typically averages more damage per use than Force Orb does. Force Orb with two foes standing next to the primary target = 50% (chance to hit) * (2D8 + Int + Magic + 50% * D10 + Int + Magic + 50% * D10 + Int + Magic) = 10 + Int + Magic vs. 50% * (D4 + Wis + Magic + D4 + Wis + Magic + D4 + Wis + Magic) = 3.75 + 1.5 Wis + 1.5 Magic.</p><p></p><p>At level 1, Hand of Radiance only averages 9.75 (against non-undead, 17.25 against most undead) versus Force Orb's 14 (assuming the PC can find a situation with 2 foes standing exactly next to the primary target which again as a player, this was rare for my Wizard). Getting 2 side by side is not that hard, getting 3 or more, much more so. If the PC can only target 2 PCs with Force Orb (which is a more typical scenario), it drops to 9.33.</p><p></p><p>The restriction of having to target foes in a small area as opposed to anywhere within 10 on the board is huge. It just allows for multi-foe damage every round as opposed to on just some rounds when the situation warrants it.</p><p></p><p></p><p>Now, compare Hand of Radiance to Divine Bolts. 3 D4+ radiant attacks vs. 2 D6+ lightning attacks. Everything else is the same. Again, no comparison. Hand of Radiance is just too potent and versatile.</p><p></p><p></p><p>Sorry that you want to play the power and I think it is too potent as an At Will, but that is how it goes. As your DM, I would tell you to pick Divine Bolts and forget about the stupidly suped up power from Divine Power.</p><p></p><p>That is the generic problem with the splat books. WotC keeps adding bigger, better, badder to them. There is a definitive PC power surge every time a splat book comes out. Not just a versatility surge between feats and powers, but a definitive increase in individual powers and class features.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4933053, member: 2011"] Actually, I did take into account the +3 of weapon proficiency, just not the +2 of Combat Advantage. However, a lot of Combat Advantage in 4E is NOT flank. It is due to a power. So if the Rogue gets Combat Advantage, it is also likely that the Invoker would also have Combat Advantage against at least one opponent and the Invoker is still doing this at range whereas the Rogue is typically doing it in melee. But compare Hand of Radiance to Scorching Burst. Hand of Radiance Advantages: 1) It can selectively target foes. Scorching Burst can hit allies, hence, it is extremely limited in application. I played a Wizard with Scorching Burst for 7 levels, so I know this from game experience. There are just too few times where one can get more than 1 or 2 foes in a burst, or sometimes any foes in cases where melee foes are against walls or other barriers. 2) It is radiant damage. Compared to Fire damage for which very few foes are vulnerable, nearly all undead are vulnerable to radiant. And, the player knowing that an undead foe is vulnerable to radiant is a no brainer compared to knowing that a foe is vulnerable to fire. 3) It can target 3 targets anywhere within range 10 on the board, not just in a burst 1 area. 4) At level 21, it increases to a 4th opponent which until the mid-point of any non-solo encounter, means that it averages more damage at level 21 (4 * 1D4+Wis+Magic > a typical 1 to 3 * 2D6+Int+Magic). Hand of Radiance Disadvantages: 1) It does one average point less damage per target. 2) It cannot be used against 4 or more targets (a rare occurance anyway). This is head and shoulders above the best Wizard multi-target damage dealing At Will spell. Compare Hand of Radiance to the Sorcerer At Will power Blazing Starfall. A Sorcerer is supposed to be a Striker (i.e. do more damage), but is limited to a Burst 1. So on average, Hand of Radiance will typically average more damage than Blazing Starfall, even with the fact that Blazing Starfall does a few more points of damage if the target moves out of the zone. Compare Hand of Radiance to the first level Encounter power Force Orb. Due to the difficulty in getting multiple foes to just stand next to each other, Hand of Radiance typically averages more damage per use than Force Orb does. Force Orb with two foes standing next to the primary target = 50% (chance to hit) * (2D8 + Int + Magic + 50% * D10 + Int + Magic + 50% * D10 + Int + Magic) = 10 + Int + Magic vs. 50% * (D4 + Wis + Magic + D4 + Wis + Magic + D4 + Wis + Magic) = 3.75 + 1.5 Wis + 1.5 Magic. At level 1, Hand of Radiance only averages 9.75 (against non-undead, 17.25 against most undead) versus Force Orb's 14 (assuming the PC can find a situation with 2 foes standing exactly next to the primary target which again as a player, this was rare for my Wizard). Getting 2 side by side is not that hard, getting 3 or more, much more so. If the PC can only target 2 PCs with Force Orb (which is a more typical scenario), it drops to 9.33. The restriction of having to target foes in a small area as opposed to anywhere within 10 on the board is huge. It just allows for multi-foe damage every round as opposed to on just some rounds when the situation warrants it. Now, compare Hand of Radiance to Divine Bolts. 3 D4+ radiant attacks vs. 2 D6+ lightning attacks. Everything else is the same. Again, no comparison. Hand of Radiance is just too potent and versatile. Sorry that you want to play the power and I think it is too potent as an At Will, but that is how it goes. As your DM, I would tell you to pick Divine Bolts and forget about the stupidly suped up power from Divine Power. That is the generic problem with the splat books. WotC keeps adding bigger, better, badder to them. There is a definitive PC power surge every time a splat book comes out. Not just a versatility surge between feats and powers, but a definitive increase in individual powers and class features. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hand of Radiance too powerful?
Top