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<blockquote data-quote="Guest 6801328" data-source="post: 6887123"><p>Latest idea on this that I'd love some feedback on:</p><p></p><p>First, I don't love that so many of the abilities are about Advantage/Disadvantage. I was sort of running with the theme of good/bad luck, but 3/4 are in that vein and two of them are too similar in that they impose Disadvantage.</p><p></p><p>What I've been thinking about is a replacement for Eldritch Blast that does (necrotic) damage over several rounds, instead of all at once, requiring concentration (which I realize is irregular for a cantrip). In one fell swoop it would change three cookie-cutter aspects of the Warlock: EB, Agonizing Blast, and Hex.</p><p></p><p>The tricky thing is balancing it. There are a bunch of questions/variables:</p><p> - Does it require a save instead of an attack roll?</p><p> - How long does it last (fixed number of rounds, until save is made, Charisma-mod number of rounds, etc.)</p><p> - Instead of a fixed duration, what if it last one round but got refreshed by another hit? If you miss or the target succeeds at its saving throw it ends?</p><p> - Does the dot stack with itself? I.e., if you attack the same target 3 turns in a row, on the 4th turn does it take 3x recurring damage?</p><p> - If it requires Concentration, should the Warlock be able to maintain it on several targets?</p><p> - What about Agonizing Blast? I would be tempted to say it would either not work, or at most only affect the initial damage. Repelling Blast wouldn't work at all.</p><p></p><p>So, for example, let's say it does 1d4 and then an additional 1d4 per round up to a minute. It would take 5 rounds to pass EB in cumulative damage, and 7 rounds to pass EB + AB in cumulative damage (assuming 16 Cha). But by 10 rounds it would have done as much damage as both EB and EB + AB combined.</p><p></p><p>Another option: 1d6 base damage, but it ends after one round unless the target is hit again (and still requires concentration). Ostensibly this catches EB <em>much</em> more quickly, but on a miss all is lost.</p><p></p><p>On the Invocation conundrum, I was thinking of two changes:</p><p> - Agonizing Blast would instead let you maintain concentration on as many separate targets as your Cha modifier.</p><p> - Repelling Blast would instead reduce movement speed of the target by 10' per stack.</p><p></p><p>Is this too much for a cantrip? Should it instead be a new spell? (Which would have to be <em>really</em> good to be better than EB + AB + Hex).</p><p></p><p>Or is this all waaaay too complicated and I should abandon the effort?</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6887123"] Latest idea on this that I'd love some feedback on: First, I don't love that so many of the abilities are about Advantage/Disadvantage. I was sort of running with the theme of good/bad luck, but 3/4 are in that vein and two of them are too similar in that they impose Disadvantage. What I've been thinking about is a replacement for Eldritch Blast that does (necrotic) damage over several rounds, instead of all at once, requiring concentration (which I realize is irregular for a cantrip). In one fell swoop it would change three cookie-cutter aspects of the Warlock: EB, Agonizing Blast, and Hex. The tricky thing is balancing it. There are a bunch of questions/variables: - Does it require a save instead of an attack roll? - How long does it last (fixed number of rounds, until save is made, Charisma-mod number of rounds, etc.) - Instead of a fixed duration, what if it last one round but got refreshed by another hit? If you miss or the target succeeds at its saving throw it ends? - Does the dot stack with itself? I.e., if you attack the same target 3 turns in a row, on the 4th turn does it take 3x recurring damage? - If it requires Concentration, should the Warlock be able to maintain it on several targets? - What about Agonizing Blast? I would be tempted to say it would either not work, or at most only affect the initial damage. Repelling Blast wouldn't work at all. So, for example, let's say it does 1d4 and then an additional 1d4 per round up to a minute. It would take 5 rounds to pass EB in cumulative damage, and 7 rounds to pass EB + AB in cumulative damage (assuming 16 Cha). But by 10 rounds it would have done as much damage as both EB and EB + AB combined. Another option: 1d6 base damage, but it ends after one round unless the target is hit again (and still requires concentration). Ostensibly this catches EB [I]much[/I] more quickly, but on a miss all is lost. On the Invocation conundrum, I was thinking of two changes: - Agonizing Blast would instead let you maintain concentration on as many separate targets as your Cha modifier. - Repelling Blast would instead reduce movement speed of the target by 10' per stack. Is this too much for a cantrip? Should it instead be a new spell? (Which would have to be [I]really[/I] good to be better than EB + AB + Hex). Or is this all waaaay too complicated and I should abandon the effort? [/QUOTE]
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