Sick of Magic Missile

Pbartender said:
An Anecdote conerning Magic Missle:

*snip*

The fact was, when my players didn't know what the spell was, they were that close to calling bull :):):):) on a spell that deals a modest amount of damage, but doesn't require a saving throw, doesn't require an attack roll, ignores armor, can hit multiple targets, and practically always hits without fail.

Will you be my DM?

That was extremely cool!
 

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I would say magic missile is overpowered for a 1st level spell. Either stick it in 2nd level or give it an attack roll.

I had a player once who used to use a combination of quickened magic missile with a maximized magic missile in the first round. He wasnt max level at the time ( i killed him before he got there) but he had 3 missiles and averaged 12 with the quickened one and then did 15 with the max one. He used it as a rogue killer. 27 points is brutal to a low HP class like a spell caster or rogue. Sometimes he used it to blast clerics too. It wouldnt hurt them as much but if he beat them at initiative it pretty much allways meant they failed thier concentration check and lost thier spell. Which in the first round of combat is often the spell most important to the characters strategy.

On the same lines i had a high level mage who used the same combination as a mage killer for duels with other mages. Except he used greater dispel first to kill thier protections. Then in the next round he hit them with an average of 18 with the quickened one and then 25 with the maximized one. Even at high levels 43 damage hurts a mage bad and the concentration check after that is nearly impossible. Use this combination with a high DEX and improved initiative and enemy mages have very little chance. Try it with an NPC mage if you want. Watch him smoke the party with just magic missile and a few summoning spells for meat shields. No 1st level spell should be that effective.
 

Bad move, IMO. MM is the basic "bolt of magic stuff" spell that all wizards can fall back on as a simple attack: as someone said, a fighter's long sword (with limited usage).


Exactly. Magic Missile is the closest thing in D&D to the basic magical blast/bolt/ray that gets used so much in fantasy (although it still doesnt fully work as that for me).


I also agree that mages need something to allow them to always contribute. Most other spells, especially now a days have 3 or 4 different ways to defend against them, between energy resistance, spell resistance, saving throws touch attack rolls etc, I dont see a problem with mages having a fallback. And the damage is so little its hardly going to break anything.
And even then spell resistance, shield, brooch of shielding, and the absurd magic immunity of some constructs can still negate it (and in some cases especially with the golems, reduce the mages to bystanders).

You consider it mechanically dull; I say its just simple and straightforward, and fills a needed niche. Since it is somewhat unique mechanically, that in itself should make it un-dull
 

boredgremlin said:
I had a player once who used to use a combination of quickened magic missile with a maximized magic missile in the first round. He wasnt max level at the time ( i killed him before he got there) but he had 3 missiles and averaged 12 with the quickened one and then did 15 with the max one. He used it as a rogue killer. 27 points is brutal to a low HP class like a spell caster or rogue. Sometimes he used it to blast clerics too. It wouldnt hurt them as much but if he beat them at initiative it pretty much allways meant they failed thier concentration check and lost thier spell. Which in the first round of combat is often the spell most important to the characters strategy.

eh... you're worried about *27* dmg by the time a Wizard can unleash 5th lvl Spells? Have you had the chance to see what a high-str Barbarian can do multiple times a round by that lvl? Seriously, what *competent* caster is burning a 5th lvl and 4th lvl slot for 27 fricking pts of dmg?

You gotta be kidding me...
 

Drowbane said:
eh... you're worried about *27* dmg by the time a Wizard can unleash 5th lvl Spells? Have you had the chance to see what a high-str Barbarian can do multiple times a round by that lvl? Seriously, what *competent* caster is burning a 5th lvl and 4th lvl slot for 27 fricking pts of dmg?

You gotta be kidding me...


The intelligent one who picked the weaker targets and either killed or crippled them in a round or two. The barbarians a joke. If he comes after you just take a defensive posture with expertise until his rage runs out. Then beat him senseless. Thats and option that every character with an intelligence over 13 has. The same cant be said for magic missle. Dont forget that rogues only average 3 HP per level, con might push it higher but usually not by much. So at the level the mage gets 5th level spells he can usually kill a rogue in two or three rounds without worrying about evasion or saving throws. Wizards and sorcerers do even worse after being dispelled of thier shield spells.

On a side not have you actually looked at the crap pile that 5th level spells are? They are only usefull as metamagic slots. Teleport, hold monster and dominate are the only things even remotely usefull most of the time and teleport and dominate are situation specific.
 

The intelligent one who picked the weaker targets and either killed or crippled them in a round or two. The barbarians a joke. If he comes after you just take a defensive posture with expertise until his rage runs out


Except he is still going to hit you most of the time anyway, and do lots and lots and LOTS of damage.


On a side not have you actually looked at the crap pile that 5th level spells are? They are only usefull as metamagic slots. Teleport, hold monster and dominate are the only things even remotely usefull most of the time and teleport and dominate are situation specific.


First off, its not quite that bad...although 5th level is definitely lacking in terms of attack spells. Nextly, that character also has 3rd and 4th level spells.


Point is, magic missile is nice but its nothing game breaking. It mostly makes it so that mages can contribute some damage against more or less all enemies (except of course the silly golems).
 

boredgremlin said:
The intelligent one who picked the weaker targets and either killed or crippled them in a round or two. The barbarians a joke. If he comes after you just take a defensive posture with expertise until his rage runs out. Then beat him senseless. Thats and option that every character with an intelligence over 13 has. The same cant be said for magic missle.

I think you're both selling 5th-level spells short and used to very sub-optimized characters. If an 11th+ level wizard or rogue is that easily incapacitated, they're not very good at their job, frankly. :) Expertise is all good and well, but it's not a get out of jail free card in combat. A well-designed barbarian with a few feats at that level is pretty chilling. As for 5th level wizard spells: if you're going against a caster, particularly an enemy arcanist, Feeblemind is nasty, especially with the saving throw penalty. Mind Fog is good for battlefield control as part of a 'set 'em up and knock 'em down' combo. Cone of Cold is an old standby. Wall of Force and Waves of Fatigue are, again, battlefield control. Baleful Polymorph, especially to a Transmuter, is a smackdown in process. And Telekinesis? It's slices AND dices.

Magic Missle's big appeal is: IT NEVER MISSES. Without a shield up and no brooch of shielding , it can hit virtually anything. Not a lot of damage, but it can destroy a ghost or a wererat with equal ease as an orc. At low levels, that's huge. Burning hands and shocking grasp are good ways to get yourself killed, if you're not careful.

Mind you, I whole-heartedly agree that Magic Missle is an overused spell...but that's because the core system offers few alternatives that are as good or useful. Ranged Touch spells are ok, but not that great when your BAB is as poor as it is for a spellcaster. And few ranged touch spells have the functionality of a Magic Missle. Couple that with it's scaling ability, and you can see why it's so popular. My sorceror is Barakus tried to be an enchanter, but after a couple of levels, he compromised with mage armor and magic missle. They're just necessary to contribute, unless you add other options.
 

My wife's Sorc uses MM as a fall back spell- "what are you gonna do this round?" "Umm- Magic Missile that guy." All the while she is looking to line up the Lightning Bolt or the Wall of Ice (to seperate the bad guys and make them move for a round).

MM isn't a spell that is greatly powerful, its just the bread and butter for a Sorc or Wiz. Encourage your Players to seek another avenue of spell casting if it bores you, but as has been said (or implied) MM is the sword for a fighter. Making the wiz and Sorc make Range Touch or otherwise short circuiting the spell will result in more uniformed spell casters (PBS & PS so they can shot into melee combat).

Just my 2 copper pieces.
 

Neither does a wizard get charged for swinging his sword/staff/whatever.

Not entirely accurate. A wizard who swings his whatever around is going to get charged for it, usually by being dropped in the next round (unless he's facing off against a wet paper bag or something). The exception is ranged attacks, which he does get charged for, since arrows and ammo cost GP.

In comparison, a fighter doesn't get charged for swinging his whatever around because the fighter won't die at the drop of a hat. The cleric normally gets charged for the fighter swinging his whatever around, and because he gets charged less for a cure x wounds than for a raise dead, it's more economic to have the fighter swing his whatever around. Furthermore, the wizard is capable of racking up extensive costs on the enemy side that the fighter just isn't capable of, thus making the wizard usually a more key investment in a long battle than the fighter.

A quick summarry of good advice that doesn't involve "get over it." ;)

-- Lesser Orb spells, which require a ranged touch, and are energy based. Still likely to hit, but they require a roll, and defenses against them are common. If you'd like, roll them all into one spell, allowing the spellcaster to choose the energy at the casting of the spell. This makes it more flexible, more bread-n-butter, and more sorc-friendly (you don't need five different spells to do the same thing with different colors).

-- Spell Resistance. It comes into play in a major way at the mid levels, and can mean that there is at least a roll involved to hit with MM.

-- Aggro. Mages hate it. Use it.

-- The Arcane Bolt spell from the WotC site.
 

I only used low level spells as a example, so that's why I said the list goes on and on. If somebody needs further examples with higher level spells that now suck in 3.5, I can provide that list too.

Why should a 2nd level spell not be effective after 5th level. I'm not saying always effective, but at least effective for a few rounds if the initial saving throw fails (which is no guarantee). Most spells improve as the caster gets better at casting it, but Hold Person becomes less and less effective, to the point where you don't even bother keeping it. I do think that the old duration was high, because as the spellcaster advanced, a hold person would eliminate one enemy from an entire combat encounter, if the saving throw failed. But I think they went too far in restricting it. Maybe it needs a duration based on a spellcaster/enemy hit dice ratio? But as it stands, the spell is only truely effective from 3rd to 5th or 6th level, then it's little better than Hypnotism or Sleep.

Shield changed from +7 cover bonus to +4 shield bonus (so no stacking if you already have a shield bonus) both being 1 min/level duration. By comparison, Mage armor is a +4 armor bonus, hr/level duration. I just think the power balance for Shield went too far the wrong way. Maybe make Shield +4 a deflection or cover bonus at least so it can stack.

Why should a mere third level spell allow a spellcaster to cast an extra spell per round? Why should a mere first level feat allow a melee artist to attack an extra time per round? Haste was reduced in power from 2nd Ed to 3.0 and again from 3.0 to 3.5. What's wrong with a spellcaster using up a third level spell slot to be able to cast an extra spell per round for the next few rounds? Or even three spells per round with Quicken (at a spell slot 4 levels higher)? Quicken is not useless with the old Haste, but now Haste is nearly useless, merely another buff spell for melee artists. Don't melee artists get feats allowing them to attack extra times in a round without a duration limit? And doesn't Haste allow melee artists to get the benefit of an extra attack per round? The balance for spell casters is not there. Haste is now barely better than expeditious retreat for spell casters.

I do have a problem with low level spells being totally uneffective at high level. Are melee artist skills/feats of low level uneffective at high levels? I think every spell should have the benefit of only allowing one shot at a saving throw and one shot at magic resistance, not allowing multiple saves per spell just to reduce duration. If the duration of a spell is too long, then put a cap it, so at least the spellcaster has some idea how long an enemy is going to be out in the rare event they fail save.

Yes metamagic can be used on low level spells to make them more effective, but at the expense of higher level spell slots. But then what do we do with all the first and second level spell slots that are totally useless now? Why do only spellcaster abilities become less useful as the characters progress? I don't see anybody elses abilities become less useful in the slightest.


Arcane spellcasters use MM at higher levels because it is about the only effective first level spell at higher levels. If you want your spellcasters to use something else, then make the other spell(s) more effective at higher levels. For petes sake it's five 1d4+1 MAXIMUM for a tenth level caster and up (average 17.5 damage) to one opponent. How many attacks from a tenth level Fighter would the spell caster have to take to get off that ONE spell. Or how about a 20th level fighter. Yet we quibble that MM is out of balance because it's the only 1st level spell that spellcasters use. Could it be that the entire remaining 1st/2nd level spells are out of balance, grossly underpowered, which is why MM is chosen more often?

-Brottor

ForceUser said:
The spells that you mention are all low level. Why should a 2nd-level spell like hold person be especially effective after 5th level? Why should a 1st-level spell impart a +7 bonus to AC? Why should a mere 3rd-level spell allow spellcasters to cast two spells per round? In the 3E paradigm, metamagic feats must be made to have value. If you're unsatisfied with hold person as a 2nd-level spell, take the Heighten Spell feat and cast it as a 4th-level spell. If you're unsatisfied with being limited to one spell per round, then Quicken Spell will have value for you. I don't have a problem with the fact that certain low-level spells have been reduced in effectiveness--low-level spells should not be as desirable to cast as higher-level spells once your PC reaches certain level thresholds.

I happen to agree with most of the 3.5 nerfs. I feel they were warranted. If you want lower level spells to be more effective, modify them with metamagic feats; that's what they're for. Not surprisingly, the usefulness of a metamagic feat tends to be inversely proportional to the level of a spell; Quicken Spell has great value when applied to 1st- and 2nd- level spells, but no value at all to 6th-level spells and above. You cannot apply the most powerful metamagics, such as extra damage, higher save DCs, and extra spells per round, at low character levels by design. It's a design decision I agree with. Quicken Spell was nearly useless while 3.0 haste existed. It had to be changed to give the feat merit; that spell and several others were way too good for the levels at which PCs achieved them.

MM isn’t horribly broken, but it certainly makes other more balanced 1st-level attack spells useless in comparison. That’s why I’m sick of it. If spellcasters still use MM constantly in double digit levels, it’s probably too good as a 1st-level spell. That’s why I want to slaughter the sacred cow.
 

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