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How would YOU nerf it?
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<blockquote data-quote="eamon" data-source="post: 5004329" data-attributes="member: 51942"><p>Maybe "wisdom modifier" times is too often. Still, I wonder how good this is; after all the reroll still has a 50% success chance (after all - no more save penalty, right?), so this would, over the course of the combat, increase the number of rounds your effects work by about half your wisdom modifer; i.e. over the course of your career (assuming you start with Wis 18) that would be 2 to 4 extra rounds, less against elites and much less against solos. Combined with some extra feats and items, you might eke some more out of it, but it's limited - unlike the current approach. I suppose you'd want to further rule that you can't use the orb twice on the same save, for instance by imposing a 1/round limit. How about an immediate interrupt action cost?</p><p></p><p>In any case, imposing a penalty on a single save once per encounter - that's just not very good; it's downright terrible at heroic, compared to the staff or even wand. Really, that's why I prefer rerolls: these are at least meaningful early on, but they're inherently limited so they'll never get as out of hand nor ever get <em>reliable</em> which was the problem with the penalties. If you limit it to once a round, you eventually run into territory where you can do it almost the entire combat, but will be limited by the fact that you can't easily "nova" it, and that it's not reliable even when you <em>do</em> use it.</p></blockquote><p></p>
[QUOTE="eamon, post: 5004329, member: 51942"] Maybe "wisdom modifier" times is too often. Still, I wonder how good this is; after all the reroll still has a 50% success chance (after all - no more save penalty, right?), so this would, over the course of the combat, increase the number of rounds your effects work by about half your wisdom modifer; i.e. over the course of your career (assuming you start with Wis 18) that would be 2 to 4 extra rounds, less against elites and much less against solos. Combined with some extra feats and items, you might eke some more out of it, but it's limited - unlike the current approach. I suppose you'd want to further rule that you can't use the orb twice on the same save, for instance by imposing a 1/round limit. How about an immediate interrupt action cost? In any case, imposing a penalty on a single save once per encounter - that's just not very good; it's downright terrible at heroic, compared to the staff or even wand. Really, that's why I prefer rerolls: these are at least meaningful early on, but they're inherently limited so they'll never get as out of hand nor ever get [I]reliable[/I] which was the problem with the penalties. If you limit it to once a round, you eventually run into territory where you can do it almost the entire combat, but will be limited by the fact that you can't easily "nova" it, and that it's not reliable even when you [I]do[/I] use it. [/QUOTE]
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