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*Pathfinder & Starfinder
House-ruled Flaming Sphere
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<blockquote data-quote="Psikus" data-source="post: 4718558" data-attributes="member: 66049"><p>I proposed something very simmilar in the previous thread on the subject. I agree it's a good idea, but sometimes it can be difficult to sell.</p><p></p><p></p><p></p><p></p><p>Well, the coherent thing to do is apply the same change to other zones that deal auto damage at the beginning of every turn.</p><p></p><p></p><p></p><p></p><p>This is not entirely true. Power level IS affected. You deal less raw damage. The enemy is given an option, either to move around the zone (letting you control the battlefield) or to ignore it and get hurt. Thing is, this choice makes the power less effective than if it just forced one of the options. Enemies tend to choose what is most favourable to them. </p><p></p><p>And here is where it becomes a hard sell. You are taking (a bit of) power from wizard, a class that isn't overpowered outside of combos involving Orb implements, impossible salvations, and stun effects (which we're not using). In fact, wizards are usually a bit weak, except for their great daily powers. So most people are ok with Flaming Sphere, Stinking Cloud and the like being that good.</p><p></p><p>Personally, I think FS and company, while not broken, are good enough that they can take small nerfs like the one you propose, and remain competitive against other wizard spells. I know I would still take FS after that change. </p><p></p><p>This change makes Flaming Sphere (in my opinion) more fun, not only to play with, but also against. I'd recommend to give it a try. As for me, I'm still trying to convince the wizard in my campaign to accept the change, but I'm having very favourable experiences changing my own fighter's Rain of Steel in a simmilar way (to also deal damage at the end of opponent's turns). In that case, the loss in damage output and minion autokills is significant, but I do get to make OAs and challenge attacks every turn, and it's probably still the best Fighter daily power.</p></blockquote><p></p>
[QUOTE="Psikus, post: 4718558, member: 66049"] I proposed something very simmilar in the previous thread on the subject. I agree it's a good idea, but sometimes it can be difficult to sell. Well, the coherent thing to do is apply the same change to other zones that deal auto damage at the beginning of every turn. This is not entirely true. Power level IS affected. You deal less raw damage. The enemy is given an option, either to move around the zone (letting you control the battlefield) or to ignore it and get hurt. Thing is, this choice makes the power less effective than if it just forced one of the options. Enemies tend to choose what is most favourable to them. And here is where it becomes a hard sell. You are taking (a bit of) power from wizard, a class that isn't overpowered outside of combos involving Orb implements, impossible salvations, and stun effects (which we're not using). In fact, wizards are usually a bit weak, except for their great daily powers. So most people are ok with Flaming Sphere, Stinking Cloud and the like being that good. Personally, I think FS and company, while not broken, are good enough that they can take small nerfs like the one you propose, and remain competitive against other wizard spells. I know I would still take FS after that change. This change makes Flaming Sphere (in my opinion) more fun, not only to play with, but also against. I'd recommend to give it a try. As for me, I'm still trying to convince the wizard in my campaign to accept the change, but I'm having very favourable experiences changing my own fighter's Rain of Steel in a simmilar way (to also deal damage at the end of opponent's turns). In that case, the loss in damage output and minion autokills is significant, but I do get to make OAs and challenge attacks every turn, and it's probably still the best Fighter daily power. [/QUOTE]
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House-ruled Flaming Sphere
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