RigaMortus2
First Post
I don't know about you, but in my games, Sleep spell only lasted about 1 or 2 rounds anyway. Either the allies awoke them within that time, or the enemy crept over and did a CdG within that time.
Terramotus said:I think it will be extremely frustrating as a wizard to find that there's really nothing non-blasty that you can do inside of combat (we have no idea how rituals will work) that you can count on to last more than a couple of rounds.
I don't remember anyone ever complaining about the random durations on color spray or blasphemy, and I've seen a lot of weird complaints, although obviously blasphemy had other problems. It was a tad weird because they were about the only ones that had durations like that, but as a universal mechanic, I don't have a problem with it.Terramotus said:I actually think I've got a pretty good handle on it. I understand that the "save" mechanic is the way of figuring durations in 4E. The problem I have is that, from what I understand, this is the standard way of dealing with durations of debilitating spells in 4E.
So unless there are higher level spells that "break" this rule and state that their effects last until the end of the encounter, or until dispelled, or until 24 hours passes, then yes. I would also have a problem with that. Wouldn't 3E seem weird if every spell combat-oriented had 1d6-2 rounds for a duration?
I don't think a Wizard should EVER be able to take a creature completely out of a combat with a standard action (except for with hp damage), that's an awful idea, short durations on effects allows particular effects to stay relatively powerful, without walking into 3.x Save or Suck territory.Terramotus said:I think it will be extremely frustrating as a wizard to find that there's really nothing non-blasty that you can do inside of combat (we have no idea how rituals will work) that you can count on to last more than a couple of rounds.
Terramotus said:I'm not disputing that some spells may get more powerful versions. But I'm worried that they'll all follow the pattern of a Hit effect that's cool that you can only count to last a round or two, and then some inconvenience effect that lasts until the end of the encounter. That's cool and all, but I'd like to at least know that the primary effect lasts more than a couple of rounds on *something*, even if it's vastly below my level.
small pumpkin man said:The point is because the attack roll (the equivalent of the DC in 3.5) scales by level, and because most creatures do not seem to get a bonus to saves, a 30th level Wizard can cast it on a 30th level creature, and it's just as likely to work as a first level caster on a first level creature. For example, it's more effective on the pit fiend than on the hobgoblins we've seen (assuming the caster is appropriate level).
So yeah, that is important when discussing it's power level.
It's not the randomness, it's the shortness. Off the top of my head, here's some things you probably can't do with durations that end with a save. None of these uses seem like rituals to me either.small pumpkin man said:I don't remember anyone ever complaining about the random durations on color spray or blasphemy, and I've seen a lot of weird complaints, although obviously blasphemy had other problems. It was a tad weird because they were about the only ones that had durations like that, but as a universal mechanic, I don't have a problem with it.
I don't think a Wizard should EVER be able to take a creature completely out of a combat with a standard action (except for with hp damage), that's an awful idea, short durations on effects allows particular effects to stay relatively powerful, without walking into 3.x Save or Suck territory.
True enough. This has just got me extremely worried, since I've liked practically everything else I've heard about 4E. Depending on how this is handled, it could be a total deal-breaker for 4E magic for me. Which sucks. I thought we weren't going to have to worry about durations, not that they'd practically be removed.hong said:Well, let's wait until the book comes out before getting carried away, yes?
Terramotus said:*Incapacitate a gate guard without killing him so that he can't open the gate to allow more enemies in while you make good your escape
*Incapacitate or slow a fleeing NPC who leaves a ton of thugs to block you so you can catch him after dealing with the thugs.
*Kidnap the feisty damsel who doesn't know what kind of danger she's in without koshing her over the head.
*Blind or otherwise incapacitate a lookout while entering stealthily into a fortress.
*Charm a guard into opening a complex series of locks or doors.
And that's just for starters. Sure, you can accomplish all of these things with good 'ol murder, but sometimes you don't want that. Not everything is about all-out combat. Many of these problems might be mitigated with a 4E save that wasn't just a 55% chance of negating, since many of these scenarios might have a target who's lower level than the party.
Ok, last post before I get some sleep. First of all, there are the normal defenses against attacks - Fort, Ref, Will, and AC. If saves were actually based off of the power of the attack vs a defense of the afflicted, that would also be a step forward, allowing longer but still manageable durations against mismatched foes.Incenjucar said:So. How do you propose to make this not unbalance combat like mad?
Take out solely, and I'll agree to that. I understand not wanting magic to overpower, but I really don't think having mundane means be superior to magic in most all situations is desirable either. Heck, at least a fighter or rogue CAN (theoretically - no specific answers to this that I know of) do nonlethal damage. But the wizard has no options but to blow your face off or to inconvenience you and then blow your face off? That doesn't seem right to me. Maybe if he were called the warmage instead...Honestly, most of this sounds like you want everything to be solvable soley by the wizard.