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<blockquote data-quote="Jester David" data-source="post: 6816254" data-attributes="member: 37579"><p>It's exchanging a spell you <em>could</em> need later for a spell you <em>do</em> need now. </p><p>Wizard spells are potent and balanced between the fact you have so many per day. But when you can get two out before the enemies can even act, that's game changing. You can hit people with that second fireball or sleep spell. At that point even low level spell slots can become deadly. </p><p></p><p>There's also why you choce a particular caster over another. The enemies move into position and are more vulnerable to a <em>fireball</em> or <em>lightning bolt</em> than they were on the wizard's turn or will be on their next turn. So that spell does more damage than it would have otherwise. </p><p>To say nothing of control effects in spells. Damage is the least impressive part of many spells, especially cantrips. It allows a wizard to regularly cast <em>true strike</em> or <em>blade ward</em>.</p><p></p><p></p><p>How do you balance against something so phenomenally situation? </p><p>You could limit the actions granted: an attacks not Attack action, cast a cantrip not cast a spell. But the big way would be to to limit the uses of that power per day. </p><p></p><p></p><p></p><p>The iconic on is Commander's Strike, where an ally does a melee basic attack + your Intelligence modifier. But because you're dumping Str you can boost Int so instead of a +2 bonus to damage it's a +4, which only goes up as you level. Ditto Guide the Charge. And so does... well, actually that's it. Because of the 50 non-Utility Warlord powers in the PHB, only 2 were attack granting. It really wasn't a major part of the class compared to beating people on the head and having a friend move 5 feet.</p><p></p><p>I know there were eventually enough added for almost every level (albeit still a minority of warlord options), but the idea is the same. It's taking powers based around X and making it X+2. It's better.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6816254, member: 37579"] It's exchanging a spell you [I]could[/I] need later for a spell you [I]do[/I] need now. Wizard spells are potent and balanced between the fact you have so many per day. But when you can get two out before the enemies can even act, that's game changing. You can hit people with that second fireball or sleep spell. At that point even low level spell slots can become deadly. There's also why you choce a particular caster over another. The enemies move into position and are more vulnerable to a [I]fireball[/I] or [I]lightning bolt[/I] than they were on the wizard's turn or will be on their next turn. So that spell does more damage than it would have otherwise. To say nothing of control effects in spells. Damage is the least impressive part of many spells, especially cantrips. It allows a wizard to regularly cast [I]true strike[/I] or [I]blade ward[/I]. How do you balance against something so phenomenally situation? You could limit the actions granted: an attacks not Attack action, cast a cantrip not cast a spell. But the big way would be to to limit the uses of that power per day. The iconic on is Commander's Strike, where an ally does a melee basic attack + your Intelligence modifier. But because you're dumping Str you can boost Int so instead of a +2 bonus to damage it's a +4, which only goes up as you level. Ditto Guide the Charge. And so does... well, actually that's it. Because of the 50 non-Utility Warlord powers in the PHB, only 2 were attack granting. It really wasn't a major part of the class compared to beating people on the head and having a friend move 5 feet. I know there were eventually enough added for almost every level (albeit still a minority of warlord options), but the idea is the same. It's taking powers based around X and making it X+2. It's better. [/QUOTE]
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