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Making Magic less potent.
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<blockquote data-quote="Kemrain" data-source="post: 2088451" data-attributes="member: 12153"><p>Halving the cost would be giving 2d6 per MP. You're doubling the cost, or halving the effect, the opposite of what you said. </p><p></p><p>Emphasis mine. This is important to note, because it never works this way. General effects are never given as free cantrips, ever. That would defeat the purpose. Also, I should point out, just in case, that if you combine 2 spell lists, neither gets a free cantrip, and the least MP you can spend on each is 1. </p><p></p><p>Emphasis yours, but I made a typo correction. I supose that's enougn nitpicking, I just want you to understand the system before you start to modify it. Given that I play in your game, and have had to put up with gimped Evokes for a wile now, I can solve problem 1 without effort. (I'm suprised you didn't just finish our debate before you posted this....) Rewrite the spell entry to say that for every MP you spend on Evoke lists (including the free cantrip, if it's a simple spell) gives you one Evocation Point. EP's can be traded in like dice used to be, and we add "1d6 Elemental Damage" to the list of what you can add, at a cost of 2EP. Solved.</p><p></p><p>The second problem is a big one. One that makes taking your first level as Mage seem pretty pointless. Presently you say that each die of damage (except for the free cantrip 1d6) costs 2MP. Evoke Death 0/Gen 1 can deal 1d6(Odds Are One) at 30 ft, and Evoke Death 2/Gen 1 can deal 2d6(Odds Are One) at 30 ft. A first level Mage has 5MP. Because you converted "Bonus Cantrips per Day" to "Total number of spells a mage is able to cast each day" (after doubling the number, but still), a Mage is able, by the rules we presently play with, to (possibly) dish out 6d6(Odds Are One) points of damage in 6 rounds of combat, provided that at least 1d6 of that is a touch spell and you have at least one Evoke Signature Spell. If the mere possibility of 6d6(Odds Are One) damage in 6 rounds is too much for you, remind me to show you a lovely first level Fighter with Point Blank shot and Rapid Shot, dealing (possibly) 12d8+12 damage in 6 rounds with a longbow within 30 ft.</p><p></p><p>If a Mage doesn't want to be effective in combat, they don't take Evoke Spell Lists. Why, if they DO want to be able to survive in combat, are you preventing this? I don't know why you feel the need to remove all combat capability from the Mage at low levels. It boggles my mind that you think the meager damage they are currently able to summon up demands an additional reduction.</p><p>Simply because a 20th level Mage can throw out a 11d6(Odds Are One) touch attack (only 10d6 if we use your new rule- and that's barely a reduction at high levels), they need to be unable to evoke at all at first? That makes no sense.</p><p></p><p>Plus, you get into the odd situation where you can Evoke with an Ambient effect, but no damage. (Evoke Lightning 1/Gen 0 turns into a touch attack stun for 2 rounds with 2 saves. Harsh.)</p><p></p><p></p><p>If you want to make this argument, you have my complete support.</p><p></p><p>I'm sorry, ENWorld, if it seems like this is an intra-group discussion. It is, and it shouldn't be here. I apologise. Before this was posted, this subject was being discussed, and I think it could have been resolved without needing to be posted here at all, but, we often make our points better in writing.</p><p></p><p>Just wish we'd done this out in Email.</p><p></p><p>- Kemrain the Apologetic and SICK of Gimped EoM.</p></blockquote><p></p>
[QUOTE="Kemrain, post: 2088451, member: 12153"] Halving the cost would be giving 2d6 per MP. You're doubling the cost, or halving the effect, the opposite of what you said. Emphasis mine. This is important to note, because it never works this way. General effects are never given as free cantrips, ever. That would defeat the purpose. Also, I should point out, just in case, that if you combine 2 spell lists, neither gets a free cantrip, and the least MP you can spend on each is 1. Emphasis yours, but I made a typo correction. I supose that's enougn nitpicking, I just want you to understand the system before you start to modify it. Given that I play in your game, and have had to put up with gimped Evokes for a wile now, I can solve problem 1 without effort. (I'm suprised you didn't just finish our debate before you posted this....) Rewrite the spell entry to say that for every MP you spend on Evoke lists (including the free cantrip, if it's a simple spell) gives you one Evocation Point. EP's can be traded in like dice used to be, and we add "1d6 Elemental Damage" to the list of what you can add, at a cost of 2EP. Solved. The second problem is a big one. One that makes taking your first level as Mage seem pretty pointless. Presently you say that each die of damage (except for the free cantrip 1d6) costs 2MP. Evoke Death 0/Gen 1 can deal 1d6(Odds Are One) at 30 ft, and Evoke Death 2/Gen 1 can deal 2d6(Odds Are One) at 30 ft. A first level Mage has 5MP. Because you converted "Bonus Cantrips per Day" to "Total number of spells a mage is able to cast each day" (after doubling the number, but still), a Mage is able, by the rules we presently play with, to (possibly) dish out 6d6(Odds Are One) points of damage in 6 rounds of combat, provided that at least 1d6 of that is a touch spell and you have at least one Evoke Signature Spell. If the mere possibility of 6d6(Odds Are One) damage in 6 rounds is too much for you, remind me to show you a lovely first level Fighter with Point Blank shot and Rapid Shot, dealing (possibly) 12d8+12 damage in 6 rounds with a longbow within 30 ft. If a Mage doesn't want to be effective in combat, they don't take Evoke Spell Lists. Why, if they DO want to be able to survive in combat, are you preventing this? I don't know why you feel the need to remove all combat capability from the Mage at low levels. It boggles my mind that you think the meager damage they are currently able to summon up demands an additional reduction. Simply because a 20th level Mage can throw out a 11d6(Odds Are One) touch attack (only 10d6 if we use your new rule- and that's barely a reduction at high levels), they need to be unable to evoke at all at first? That makes no sense. Plus, you get into the odd situation where you can Evoke with an Ambient effect, but no damage. (Evoke Lightning 1/Gen 0 turns into a touch attack stun for 2 rounds with 2 saves. Harsh.) If you want to make this argument, you have my complete support. I'm sorry, ENWorld, if it seems like this is an intra-group discussion. It is, and it shouldn't be here. I apologise. Before this was posted, this subject was being discussed, and I think it could have been resolved without needing to be posted here at all, but, we often make our points better in writing. Just wish we'd done this out in Email. - Kemrain the Apologetic and SICK of Gimped EoM. [/QUOTE]
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