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General Tabletop Discussion
*Pathfinder & Starfinder
The Whole Implement - Wizard Powers for Arcanists
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<blockquote data-quote="Al'Kelhar" data-source="post: 5952140" data-attributes="member: 7884"><p>I've now added some more at-will powers with implement specialisation-riders. Each kind of implement now has a "themed" at-will attack power.</p><p></p><p>I've also dropped the Wand of Accuracy Dual Implement Spellcaster bonus damage to <em>magic missile</em> and <em>arcane bolts</em>. I still reckon multiple attacks is the way to go with these powers, both for historical reasons and to bolster them. I think if you do the mathematical analysis, these powers don't become overpowered, even at high levels. Sure, the damage is guaranteed, but it's spread over multiple targets for whom it wil typically be not much more than a scratch. Further, the only wizards doing more than trivial damage with each missile or bolt are Wand of Accuracy arcanists with high Dexterity - and this is an intentional result of their design. Also, these powers only do damage; they provide no control (although I have given <em>arcane bolts</em> a 1 square push effect for Wand of Accuracy arcanists).</p><p></p><p>I've tinkered with a few other powers, too. For example, I've made the effect of a hit by <em>worms of Minauros</em> just an effect. The purpose of this power is to force movement, and it's otherwise a pretty ordinary power. I've also made the damage caused by the effect a damage <em>roll</em>, rather than a fixed amount of damage. I think the effect creates a good synergy with the Tome of Binding rider for the power; the decision for the bad guy is to stay where it is and take a reasonable amount of acid damage from the power, or move away and take an oportunity attack from the summoned creature. That is, it's a <em>difficult</em> choice, and they're the best sort!</p><p></p><p>Anyway, any feedback gladly werlcomed.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 5952140, member: 7884"] I've now added some more at-will powers with implement specialisation-riders. Each kind of implement now has a "themed" at-will attack power. I've also dropped the Wand of Accuracy Dual Implement Spellcaster bonus damage to [i]magic missile[/i] and [i]arcane bolts[/i]. I still reckon multiple attacks is the way to go with these powers, both for historical reasons and to bolster them. I think if you do the mathematical analysis, these powers don't become overpowered, even at high levels. Sure, the damage is guaranteed, but it's spread over multiple targets for whom it wil typically be not much more than a scratch. Further, the only wizards doing more than trivial damage with each missile or bolt are Wand of Accuracy arcanists with high Dexterity - and this is an intentional result of their design. Also, these powers only do damage; they provide no control (although I have given [i]arcane bolts[/i] a 1 square push effect for Wand of Accuracy arcanists). I've tinkered with a few other powers, too. For example, I've made the effect of a hit by [i]worms of Minauros[/i] just an effect. The purpose of this power is to force movement, and it's otherwise a pretty ordinary power. I've also made the damage caused by the effect a damage [i]roll[/i], rather than a fixed amount of damage. I think the effect creates a good synergy with the Tome of Binding rider for the power; the decision for the bad guy is to stay where it is and take a reasonable amount of acid damage from the power, or move away and take an oportunity attack from the summoned creature. That is, it's a [i]difficult[/i] choice, and they're the best sort! Anyway, any feedback gladly werlcomed. Cheers, Al'Kelhar [/QUOTE]
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