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Mage Armor Criticisms
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<blockquote data-quote="Gorgoroth" data-source="post: 6052271" data-attributes="member: 6674889"><p><strong>.</strong></p><p></p><p>+1. It's for that reason that dexterity cradles two sorts of stats, I guess you could say muscle training and a form of intelligence, conditioning of your central nervous system, specific to hand-eye coordination and general deftness of movement. It's not purely mental, and not purely physical either. So I don't think it's fair at all to give Int-mod for To-hit or To-Damage, for weapon-based attacks, or to AC.</p><p></p><p>Mage Armor I would have preferred being an at-will spell that required concentration to uphold, so that if you wish to cast another spell it drops at that point. You can always bring it back up again next round, but it's like lowering your deflector shields to fire a torpedo.</p><p></p><p>And that brings me to the current incarnation of Shield spell, which just sucks and is way too situational to be worth memorizing. How many enemy wizards are you likely to face in your career who are hurlling Magic Missiles at you? You should rather blast them to bits in retaliation with a lightning bolt for being so stingy in their use of spells against you. <em>That'll teach you to underestimate me, Bavmorda!</em></p><p></p><p>What I'd rather have Shield be was a reaction that negates all damage against any attack spell that would otherwise cause you to drop. Sort of like a built-in contingency spell, hardcoded to that trigger as it were (you losing consciousness or life). 4e had a much better implementation.</p><p></p><p>Action economy is important, and a defensive spell in your back pocket is your get-out-of-the-morgue-free card. Keeping one or two in your back pocked would be good. Like activating the Omega-13. Just negates whatever attack would have dropped you. Or to make it less powerful and must-have, make it trigger on any hit, so you always send in the jabronis (kobolds) to get rid of PC casters' shield backup generator.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6052271, member: 6674889"] [b].[/b] +1. It's for that reason that dexterity cradles two sorts of stats, I guess you could say muscle training and a form of intelligence, conditioning of your central nervous system, specific to hand-eye coordination and general deftness of movement. It's not purely mental, and not purely physical either. So I don't think it's fair at all to give Int-mod for To-hit or To-Damage, for weapon-based attacks, or to AC. Mage Armor I would have preferred being an at-will spell that required concentration to uphold, so that if you wish to cast another spell it drops at that point. You can always bring it back up again next round, but it's like lowering your deflector shields to fire a torpedo. And that brings me to the current incarnation of Shield spell, which just sucks and is way too situational to be worth memorizing. How many enemy wizards are you likely to face in your career who are hurlling Magic Missiles at you? You should rather blast them to bits in retaliation with a lightning bolt for being so stingy in their use of spells against you. [I]That'll teach you to underestimate me, Bavmorda![/I] What I'd rather have Shield be was a reaction that negates all damage against any attack spell that would otherwise cause you to drop. Sort of like a built-in contingency spell, hardcoded to that trigger as it were (you losing consciousness or life). 4e had a much better implementation. Action economy is important, and a defensive spell in your back pocket is your get-out-of-the-morgue-free card. Keeping one or two in your back pocked would be good. Like activating the Omega-13. Just negates whatever attack would have dropped you. Or to make it less powerful and must-have, make it trigger on any hit, so you always send in the jabronis (kobolds) to get rid of PC casters' shield backup generator. [/QUOTE]
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