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Spells On Demand v1.1 (At-will spells in 3.5 Edition)
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<blockquote data-quote="CleverNickName" data-source="post: 4111976" data-attributes="member: 50987"><p>A couple of things from last night's playtest:</p><p></p><p>1. <strong>Problem: </strong> <em>magic missile</em> works fine at low levels, but it begins to become a bit overpowered at high levels. Getting to score "free" damage every round is fine when it is only 1-5 hit points we are talking about...but when that caster reaches 9th level, it seems a bit much. Sure, he is still not doing as much damage as the fighter can, but he doesn't have to make attack rolls...he is guaranteed 5-25 points of damage every round...more, if the spell has been buffed with Metamagic feats. That's like having a <em>+1 guisarme </em> that always hits and always scores a crit. </p><p></p><p><strong>Resolution: </strong> <em>magic missile</em> should probably require a ranged touch attack roll. All missiles produced by the spell use the same attack roll, regardless of the number of targets.</p><p></p><p>2. <strong>Problem: </strong> Metamagic feats are waaaay broken! One of my players, the guy who drives the wizard, is an excellent playtester. He decided that his character would spend his entire life mastering a single spell (<em>magic missile</em>, of course), and has stacked every possible MM feat that he could onto it. By the time he hit 10th level, he was throwing Quickened, Empowered, Maximized <em>magic missiles</em> all over the damn place every single round. He was dealing 70 points of damage per round, every round, without so much as an attack roll (1d4+1 maximized = 5, empowered =7, five bolts = 35, cast twice each round = 70).</p><p></p><p><strong>Resolution:</strong> I have no idea. My first thought was to fix magic missile with an attack roll and call it good, but there will always be another spell to exploit. As I have written them in my draft, the spell level does not increase when a metamagic feat is applied...an oversight that allowed my player to really stick it to me. So I'll put verbage in that will fix that (an increased spell level means a higher caster level DC and higher requirements), but I am concerned that it might not be enough. Anyone got any food for thought?</p><p></p><p>3. <strong>Problem: </strong> Lack of healing spells. I don't know if it is a problem or not, but it is definitely an issue that I didn't think would ever come up in a system with at-will spells. Since spells with the (Healing) descriptor only work once per day on the same creature, the "tank" characters end up getting screwed after the first battle.</p><p></p><p><strong>Resolution: </strong> No idea. I don't really see the problem here, but our cleric is really adamant about this needing to be fixed. I just don't know how to do it without creating some arbitrary "x times per day" rule.</p><p></p><p>This really isn't a problem with the system, per se...just a bit of a departure from the way the cleric is accustomed to functioning. The obvious way to handle a lack of healing magic is to handle it in the game: encourage the players to buy more potions, wands, and scrolls of healing, and I could always sprinkle a few of these health boosters in my treasure hoards.</p><p></p><p>Anyway. Feedback is always appreciated; I will update and repost the .PDF as I get the time...probably in another couple of weeks.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4111976, member: 50987"] A couple of things from last night's playtest: 1. [B]Problem: [/B] [I]magic missile[/I] works fine at low levels, but it begins to become a bit overpowered at high levels. Getting to score "free" damage every round is fine when it is only 1-5 hit points we are talking about...but when that caster reaches 9th level, it seems a bit much. Sure, he is still not doing as much damage as the fighter can, but he doesn't have to make attack rolls...he is guaranteed 5-25 points of damage every round...more, if the spell has been buffed with Metamagic feats. That's like having a [I]+1 guisarme [/I] that always hits and always scores a crit. [B]Resolution: [/B] [I]magic missile[/I] should probably require a ranged touch attack roll. All missiles produced by the spell use the same attack roll, regardless of the number of targets. 2. [B]Problem: [/B] Metamagic feats are waaaay broken! One of my players, the guy who drives the wizard, is an excellent playtester. He decided that his character would spend his entire life mastering a single spell ([I]magic missile[/I], of course), and has stacked every possible MM feat that he could onto it. By the time he hit 10th level, he was throwing Quickened, Empowered, Maximized [I]magic missiles[/I] all over the damn place every single round. He was dealing 70 points of damage per round, every round, without so much as an attack roll (1d4+1 maximized = 5, empowered =7, five bolts = 35, cast twice each round = 70). [B]Resolution:[/B] I have no idea. My first thought was to fix magic missile with an attack roll and call it good, but there will always be another spell to exploit. As I have written them in my draft, the spell level does not increase when a metamagic feat is applied...an oversight that allowed my player to really stick it to me. So I'll put verbage in that will fix that (an increased spell level means a higher caster level DC and higher requirements), but I am concerned that it might not be enough. Anyone got any food for thought? 3. [B]Problem: [/B] Lack of healing spells. I don't know if it is a problem or not, but it is definitely an issue that I didn't think would ever come up in a system with at-will spells. Since spells with the (Healing) descriptor only work once per day on the same creature, the "tank" characters end up getting screwed after the first battle. [B]Resolution: [/B] No idea. I don't really see the problem here, but our cleric is really adamant about this needing to be fixed. I just don't know how to do it without creating some arbitrary "x times per day" rule. This really isn't a problem with the system, per se...just a bit of a departure from the way the cleric is accustomed to functioning. The obvious way to handle a lack of healing magic is to handle it in the game: encourage the players to buy more potions, wands, and scrolls of healing, and I could always sprinkle a few of these health boosters in my treasure hoards. Anyway. Feedback is always appreciated; I will update and repost the .PDF as I get the time...probably in another couple of weeks. [/QUOTE]
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