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General Tabletop Discussion
*Pathfinder & Starfinder
Mearls on Controller design and At-Will balance
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<blockquote data-quote="RandomChance" data-source="post: 4676883" data-attributes="member: 82588"><p><strong>"Teamwork" and wizard powers</strong></p><p></p><p>A common idea that keeps being suggested is that players/DM's who think there is something a little week about the wizard at-wills are "doing it wrong" and that they should be using more team work or working harder arrange opponents into tight groups for AOEs.</p><p></p><p>The problem there is that it _not_ good team work to ask your party to use their less damaging powers, encounter powers, etc to control the battle field so the wizard can hit the bad guys with a weak AOE. Either the AOE's need to do enough damage/effect that its obviously beneficial to reduce the damage output of 2 or 3 other characters in exchange for the wizard having a moment of glory, or the AOE's need to be more generally useful without cooperation.</p><p></p><p>The other idea being suggested is that getting a AOE cluster should be "easy" using things like Thunderwave, or other "channeling" powers- unfortunatly unless you want to spend an action point just to get off your 1d6 aoe, the critters you herd are probably going to get right back out of the spot you picked for them on their turn.</p><p></p><p>Side note on Thunderwave - If your DM follows the small note that says that any spell that targets a creature can also target an object, thunderwave is one if the best utilitiy/RP powers in the game. You basically get a hamfisted Telekenesis that allows you to bust down doors, blow open gates, move furniture, clear boulders, and possibly knock down small structures - It doesn't have a weight or size limit! If it can push a gargantuan creature weighing several tons and occuping 8 squares around, that locked door is just kindling. Now if only when you blew something across the room into a wall or furniture it would take damage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="RandomChance, post: 4676883, member: 82588"] [b]"Teamwork" and wizard powers[/b] A common idea that keeps being suggested is that players/DM's who think there is something a little week about the wizard at-wills are "doing it wrong" and that they should be using more team work or working harder arrange opponents into tight groups for AOEs. The problem there is that it _not_ good team work to ask your party to use their less damaging powers, encounter powers, etc to control the battle field so the wizard can hit the bad guys with a weak AOE. Either the AOE's need to do enough damage/effect that its obviously beneficial to reduce the damage output of 2 or 3 other characters in exchange for the wizard having a moment of glory, or the AOE's need to be more generally useful without cooperation. The other idea being suggested is that getting a AOE cluster should be "easy" using things like Thunderwave, or other "channeling" powers- unfortunatly unless you want to spend an action point just to get off your 1d6 aoe, the critters you herd are probably going to get right back out of the spot you picked for them on their turn. Side note on Thunderwave - If your DM follows the small note that says that any spell that targets a creature can also target an object, thunderwave is one if the best utilitiy/RP powers in the game. You basically get a hamfisted Telekenesis that allows you to bust down doors, blow open gates, move furniture, clear boulders, and possibly knock down small structures - It doesn't have a weight or size limit! If it can push a gargantuan creature weighing several tons and occuping 8 squares around, that locked door is just kindling. Now if only when you blew something across the room into a wall or furniture it would take damage :P [/QUOTE]
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