poor rational for "updating" Magic Missile?

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Personally, I'd like to see Fireball as an encounter power - kinda like the Fire Burst power, but y'know, actually good.

As a daily, though, sure - at least bump it to 5d6.
 

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All the magic missile items were errata-ed so they work with the magic missile change, as part of the same errata. You may need to read to the appropriate parts of the file to see it.

I still don't see the crit errata as being particularly necessary, as it's an extra line of edit that makes literally no (zero, none, zilch) difference in gameplay, at all.

I think they should have made the Crit for that staff just be 1d8 per +1 for all spells because it does nothing else but enhance magic missile.

One must wonder whether this means that Fireball might see a similar "effort to restore the power to its classical form".

For Planar Sailing's Xp I said: i totally agree with you. My idea for fireball was to make it have ongoing damage that one could not save against unless they did not take a move action.
 
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In the interests of full disclosure, I have to say I'm not 4Ed's biggest fan.

However, retconning spells to their classic forms (within 4Ed's design boundaries, of course) is probably a fool's game. If they're already good enough for the game as is, you're exchanging something that works for something that might work, and that is really only going to appeal to a certain subset of players.

I don't think it will draw non-adoptors back into the fold- paltry changes like that wouldn't change my opinion of 4Ed, and for all my dislike of it, I'm still willing to play it (player only, never DM).
 



I haven't checked yet but you can choose either option in the CB?

If not then these kind of changes ARE kind of a big deal.
You cannot. I opened a character I'd previously built with the Magic Missile power, and the power on his sheet was changed to the new version. There is no longer even an option. :eek:

I really wish that they'd made a new power with another name, or something. If the old version was really underpowered, that wouldn't break anything. I like the new version, but it's annoying not to have the choice in CB. (And what happens in, say LFR, when someone brings an existing character to the table with the old version printed on it?)
 

I like the new power. But I don't get why it couldn't co-exist with the old one.

Update the old one to a new name, and then add this one as well.

Two options for ranged basic. One autodamage, one more damaging.
 



Hexes. Sphere shapes are easy in hexes. ;)

Dungeons are not, sadly

Hexes+Right Angles = messy.

And don't say 'But you can' cause whatever you do... it's still messy. I like my walls straight, not with strange nooks that make you impossible to flank by creatures that are diametricly opposite to each other around you.
 

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