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Revised 4E Wizard Class with Freeform Spellcasting System
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<blockquote data-quote="Upper_Krust" data-source="post: 7440740" data-attributes="member: 326"><p>Okey dokey, lets take a look. Haven't really had my head in an RPG book for a while but what the heck right, its like riding a bike...I hope. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Could easily add a 1 square area of effect at Heroic Tier (as opposed to the Burst 1 effect in the Paragon Tier).</p><p></p><p></p><p></p><p>What part of this cannot be reproduced?</p><p></p><p></p><p></p><p>Ray +1 dice, Slowed, -1 dice.</p><p></p><p>So 1 dice (At will), +1 Ray, -1 slowed = 1d6 + slowed.</p><p></p><p></p><p></p><p>Probably used less because other powers like Thunderwave and Cloud of Daggers were better because they had damage + effect. ie. they were more powerful than the others to begin with.</p><p></p><p></p><p></p><p>Its too powerful for an at-will. You could change it so you get Close Blast 3 0d6 + Int Thunder damage and push 3 squares.</p><p></p><p> </p><p></p><p>I agree. You can reduce damage to zero and still do the bonus dice damage (as in the case of Thunderwave above).</p><p></p><p></p><p></p><p>See under <strong>Specialist Wizards</strong> on Page 1 of my Revised 4E Wizard Class.</p><p></p><p>Wizards can CHOOSE less energy types for more damage. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Unless you specialise in which case you could be dealing up to 2d12 damage instead of 2d6.</p><p></p><p></p><p></p><p>Save ends is a boost. Damage could go up to 2d12 for Specialists.</p><p></p><p></p><p></p><p>Cheers.</p><p></p><p></p><p></p><p>As noted on Page 1 of my document under Missing Options; Difficult Terrain was not included in that version, but as you say its an easy inclusion to the system. Can't remember if I just wanted to keep things to within 2 pages for that draft of the Class.</p><p></p><p></p><p></p><p>Could easily work as a 0d6 + Int bonus + weakness</p><p></p><p></p><p></p><p>Could work as (area burst) 1d6 + Int and ongoing 5.</p><p></p><p></p><p></p><p>I could easily add a Heroic Tier <strong>Sustain as a Standard Action</strong> (just like Sustain as a Minor at Paragon).</p><p></p><p></p><p></p><p>See above.</p><p></p><p> </p><p></p><p>You could easily duplicate this, dunno why I never had Unconscious there to begin with although that said (IIRC) I think I left it out simply because I thought it was too powerful.</p><p></p><p>You can have effects without damages.</p><p></p><p></p><p></p><p>Bigby's = Variable of the Sphere delivery system</p><p>Fireball = Close enough</p><p>Stinking Cloud = Only requires a delivery system moved from Paragon Tier - I possibly moved it to begin with for balance issues (can't remember exactly why).</p><p>Web = Close-ish, but specifically needs a difficult terrain effect - which (I noted in the document) hadn't been designed yet.</p><p></p><p> </p><p></p><p>I disagree.</p><p></p><p>With an extra 1/2 page (or less) we could do absolutely anything. Probably about 3 lines away from doing everything on your above list.</p><p></p><p></p><p></p><p>I think a little standardization (in terms of ranges etc.) is perfectly acceptable.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 7440740, member: 326"] Okey dokey, lets take a look. Haven't really had my head in an RPG book for a while but what the heck right, its like riding a bike...I hope. :) Could easily add a 1 square area of effect at Heroic Tier (as opposed to the Burst 1 effect in the Paragon Tier). What part of this cannot be reproduced? Ray +1 dice, Slowed, -1 dice. So 1 dice (At will), +1 Ray, -1 slowed = 1d6 + slowed. Probably used less because other powers like Thunderwave and Cloud of Daggers were better because they had damage + effect. ie. they were more powerful than the others to begin with. Its too powerful for an at-will. You could change it so you get Close Blast 3 0d6 + Int Thunder damage and push 3 squares. I agree. You can reduce damage to zero and still do the bonus dice damage (as in the case of Thunderwave above). See under [B]Specialist Wizards[/B] on Page 1 of my Revised 4E Wizard Class. Wizards can CHOOSE less energy types for more damage. ;) Unless you specialise in which case you could be dealing up to 2d12 damage instead of 2d6. Save ends is a boost. Damage could go up to 2d12 for Specialists. Cheers. As noted on Page 1 of my document under Missing Options; Difficult Terrain was not included in that version, but as you say its an easy inclusion to the system. Can't remember if I just wanted to keep things to within 2 pages for that draft of the Class. Could easily work as a 0d6 + Int bonus + weakness Could work as (area burst) 1d6 + Int and ongoing 5. I could easily add a Heroic Tier [B]Sustain as a Standard Action[/B] (just like Sustain as a Minor at Paragon). See above. You could easily duplicate this, dunno why I never had Unconscious there to begin with although that said (IIRC) I think I left it out simply because I thought it was too powerful. You can have effects without damages. Bigby's = Variable of the Sphere delivery system Fireball = Close enough Stinking Cloud = Only requires a delivery system moved from Paragon Tier - I possibly moved it to begin with for balance issues (can't remember exactly why). Web = Close-ish, but specifically needs a difficult terrain effect - which (I noted in the document) hadn't been designed yet. I disagree. With an extra 1/2 page (or less) we could do absolutely anything. Probably about 3 lines away from doing everything on your above list. I think a little standardization (in terms of ranges etc.) is perfectly acceptable. [/QUOTE]
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