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Quintessential Wizard: Balancing
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<blockquote data-quote="Siberys" data-source="post: 4613697" data-attributes="member: 30619"><p>I am going through QW, to decide what powers and other options to allow in my games. I thought I'd share my thoughts as I go along. If I don't post about a power, I think it's balanced.</p><p></p><p>Powers, levels 1-16</p><p></p><p>Acid Pool: Strictly better than Scorching Burst, but so is the Invoker's <em>vanguard's lightning</em>. This one's fine. Same with <em>adder's bite</em>, <em>electrocution</em>, and <em>revealing light</em>, though this last one seems very leadery.</p><p></p><p>Cunning Thrust: HUGE ATTACK BONUS ALERT! Prof. + Int + 2? VS. WILL? It'd be fine if it didn't have the weapon keyword or targeted AC. As is, I'd say "Intelligence -2 vs. Will". That way, max drops from 9 (+4 int + 3 Prof + 2) to 5, which is still more accurate than other wizard at-wills.</p><p></p><p>Death's Breath: Additional effects on hit too big. Should be -1 Fortitude, nothing else. Same for <em>mind assault</em>, only should be -1 Will.</p><p></p><p>Arcane Ghost: Eh... Halve the range, then remove everything after the damage, and add the following:</p><p></p><p>That should balance it out.</p><p></p><p>Flash of Light: Good against artillery. Not sure if damage should be lowered, though...</p><p></p><p>Scorching Weapon: One again, set the attack to "Intelligence -2". I don't think the designers of QW realized that weapon powers add the weapon's prof bonus to attack rolls.</p><p></p><p>Arcane Storm: They said "Salve" instead of "Salvo" in the flavor text. That made me giggle. Other than that, though, this one's fine.</p><p></p><p>Mark of Light: This one's fine, but very warlordy. It seems to me the Radiant powers will be sorta leaderish.</p><p></p><p>Scent of Decay: Don't know what to think of this one. If you pushed the target, it'd definitely be broken, but with the target controlling its own movement, I guess its fine.</p><p></p><p>Strike and Run: Targets AC. This one's fine.</p><p></p><p>Authority: Make this one a daily. It's just like Astral speech, but with a lower bonus and increased versatility.</p><p></p><p>Enchanted Crossbow: Make the tertiary attack's damage 1d10. Other than that, I like this power.</p><p></p><p>Fierce Will: Change this to say "and one target takes a penalty to a defense of your choice equal to one-half your Charisma modifier until the end of your next turn".Otherwise, way, WAY too good.</p><p></p><p>Deafening Blast: Increase damage to 2d8. yes, increase. Otherwise, it's like a weak fireball that deafens.</p><p></p><p>Wizened Features: Is exactly the same as Serpent's Grasp, but deals necrotic damage and the side effects are save-ends. Halve the attack penalty.</p><p></p><p>Steelskin: Not sure about this one. Is Resist All 5 for a whole encounter 1/day too powerful for a lvl 6 utility?</p><p></p><p>Whirlwind: Should this be sustain Move instead of sustain minor?</p><p></p><p>Choking Viper: Replace held with immobilized. Held doesn't exist <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><p></p><p>Mystical Swing: Change to "Intelligence -2"... Again.</p><p></p><p>Field of the Dead: Replace held with immobilized. Again.</p><p></p><p>Uncertainty: make it -3/-1.</p><p></p><p>Weapon of Elemental Might: Change to "Intelligence -2"... Again.</p><p></p><p>Intangbility: Hrm... Not sure. The wizard'll be able to bypass obstacles easily enough with this, but that's ignoring the rest of the party. Of course, there's also <em>arcane gate</em>. This power gets a pass.</p><p></p><p>Acid Fumes: Remove the Miss line.</p><p></p><p>Dancing Blades: Change to "Intelligence -2"... Again.</p><p></p><p>Soul Vermin: Clever requirement for sustaining. Great for clearing mobs.</p><p></p><p>Deceiving Grasp: Up damage to 6d8. Replace held with immobilized. Otherwise, it's a weaker <em>blast of cold</em>.</p><p></p><p>Moment of Prescience: Make this Daily, and make the resist last until the beginning of your next turn.</p></blockquote><p></p>
[QUOTE="Siberys, post: 4613697, member: 30619"] I am going through QW, to decide what powers and other options to allow in my games. I thought I'd share my thoughts as I go along. If I don't post about a power, I think it's balanced. Powers, levels 1-16 Acid Pool: Strictly better than Scorching Burst, but so is the Invoker's [I]vanguard's lightning[/I]. This one's fine. Same with [I]adder's bite[/I], [I]electrocution[/I], and [I]revealing light[/I], though this last one seems very leadery. Cunning Thrust: HUGE ATTACK BONUS ALERT! Prof. + Int + 2? VS. WILL? It'd be fine if it didn't have the weapon keyword or targeted AC. As is, I'd say "Intelligence -2 vs. Will". That way, max drops from 9 (+4 int + 3 Prof + 2) to 5, which is still more accurate than other wizard at-wills. Death's Breath: Additional effects on hit too big. Should be -1 Fortitude, nothing else. Same for [I]mind assault[/I], only should be -1 Will. Arcane Ghost: Eh... Halve the range, then remove everything after the damage, and add the following: That should balance it out. Flash of Light: Good against artillery. Not sure if damage should be lowered, though... Scorching Weapon: One again, set the attack to "Intelligence -2". I don't think the designers of QW realized that weapon powers add the weapon's prof bonus to attack rolls. Arcane Storm: They said "Salve" instead of "Salvo" in the flavor text. That made me giggle. Other than that, though, this one's fine. Mark of Light: This one's fine, but very warlordy. It seems to me the Radiant powers will be sorta leaderish. Scent of Decay: Don't know what to think of this one. If you pushed the target, it'd definitely be broken, but with the target controlling its own movement, I guess its fine. Strike and Run: Targets AC. This one's fine. Authority: Make this one a daily. It's just like Astral speech, but with a lower bonus and increased versatility. Enchanted Crossbow: Make the tertiary attack's damage 1d10. Other than that, I like this power. Fierce Will: Change this to say "and one target takes a penalty to a defense of your choice equal to one-half your Charisma modifier until the end of your next turn".Otherwise, way, WAY too good. Deafening Blast: Increase damage to 2d8. yes, increase. Otherwise, it's like a weak fireball that deafens. Wizened Features: Is exactly the same as Serpent's Grasp, but deals necrotic damage and the side effects are save-ends. Halve the attack penalty. Steelskin: Not sure about this one. Is Resist All 5 for a whole encounter 1/day too powerful for a lvl 6 utility? Whirlwind: Should this be sustain Move instead of sustain minor? Choking Viper: Replace held with immobilized. Held doesn't exist :p. Mystical Swing: Change to "Intelligence -2"... Again. Field of the Dead: Replace held with immobilized. Again. Uncertainty: make it -3/-1. Weapon of Elemental Might: Change to "Intelligence -2"... Again. Intangbility: Hrm... Not sure. The wizard'll be able to bypass obstacles easily enough with this, but that's ignoring the rest of the party. Of course, there's also [I]arcane gate[/I]. This power gets a pass. Acid Fumes: Remove the Miss line. Dancing Blades: Change to "Intelligence -2"... Again. Soul Vermin: Clever requirement for sustaining. Great for clearing mobs. Deceiving Grasp: Up damage to 6d8. Replace held with immobilized. Otherwise, it's a weaker [I]blast of cold[/I]. Moment of Prescience: Make this Daily, and make the resist last until the beginning of your next turn. [/QUOTE]
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