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<blockquote data-quote="DEFCON 1" data-source="post: 5245088" data-attributes="member: 7006"><p>See, I disagree... purely from a history of D&D / sacred cow standpoint. You <em>could</em> make a whole new power that does what the new MM does now... autohit and all that... but then people would comment that this new power is more like the classic MM than the current MM is. As Essentials is deliberately trying to evoke the '80s D&D experience... having an "all-new" Magic Missile clone standing next to a power that is known as Magic Missile but is less like it... seems counter-intuitive. If you wanted to evoke the classic feel of Magic Missile... why bother retaining the PHI Magic Missile spell that isn't serving your needs? Quite frankly... if given the choice of creating an all-new spell that autohits and leaving PHI MM as is... or changing MM to autohit and make an all-new spell that duplicates what PHI MM does... I'd go with the latter. It's just naming convention after all... and for my money, retaining some of the spirit of classical D&D in the 4E game is cool when you can do it.</p><p></p><p>And as far as the all-new MM being worthless... I'd disagree on that as well. I can't speak for other people... but I know in my games, minions are often left on the board (especially ranged minions) because they are lodged in places that are too difficult to get to, and if the wizard craps out on a couple attack rolls, she moves on to other targets (especially ones that are grouped up or need debuffs on them quickly). Having an automatic minion-killer means even the hardest-to-reach opponents can get taken out with the point of her finger. That elf archer minion in cover up in the tree that might have only a 40% chance to get hit (and thus gets ignored, because the PCs would rather attack easier opponents and be more assured of not wasting potential damage), can get popped quickly and the others can <em>now</em> move on without taking that incessant 10-20 archery damage each round.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5245088, member: 7006"] See, I disagree... purely from a history of D&D / sacred cow standpoint. You [I]could[/I] make a whole new power that does what the new MM does now... autohit and all that... but then people would comment that this new power is more like the classic MM than the current MM is. As Essentials is deliberately trying to evoke the '80s D&D experience... having an "all-new" Magic Missile clone standing next to a power that is known as Magic Missile but is less like it... seems counter-intuitive. If you wanted to evoke the classic feel of Magic Missile... why bother retaining the PHI Magic Missile spell that isn't serving your needs? Quite frankly... if given the choice of creating an all-new spell that autohits and leaving PHI MM as is... or changing MM to autohit and make an all-new spell that duplicates what PHI MM does... I'd go with the latter. It's just naming convention after all... and for my money, retaining some of the spirit of classical D&D in the 4E game is cool when you can do it. And as far as the all-new MM being worthless... I'd disagree on that as well. I can't speak for other people... but I know in my games, minions are often left on the board (especially ranged minions) because they are lodged in places that are too difficult to get to, and if the wizard craps out on a couple attack rolls, she moves on to other targets (especially ones that are grouped up or need debuffs on them quickly). Having an automatic minion-killer means even the hardest-to-reach opponents can get taken out with the point of her finger. That elf archer minion in cover up in the tree that might have only a 40% chance to get hit (and thus gets ignored, because the PCs would rather attack easier opponents and be more assured of not wasting potential damage), can get popped quickly and the others can [I]now[/I] move on without taking that incessant 10-20 archery damage each round. [/QUOTE]
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