Why does't magic missile have a save?

Utrecht

First Post
Looking at the spell descriptions as compared to just about everything else out there made me wonder why is there no save?

Specifically why was it determined that the only class able to deal automatic damage be the wizards (and their prodeginy). After all, figthers have to roll to hit. Clerics have to roll to turn..... why should Mages get a free pass here.

The only thing that I could come up with was the proverbial vestigial tail of 1E.

Thoughts?
 

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In the first version of 3e rules we got, it did d6 damage per missile and it have a save... for every missile. Wow, what a pain in the butt!

playtester feedback caused them to remove the save.
 


Unfortunately, removing the save made it too powerful. :( If I was starting a game from scratch, I would either remove the spell completely or give a per-target Reflex save.
 

Fortunately a 1st level spell (Shield) makes you immune to it, and there's a pretty cheap magic item (brooch of shielding) that does too. Unless I'm forgetting something...
 

Galfridus said:
Unfortunately, removing the save made it too powerful. :( If I was starting a game from scratch, I would either remove the spell completely or give a per-target Reflex save.

Look on the Wizards site for arcane bolt, the "new" version that was striken (fortunatly, IMO) from the final copy of the rules.
 

because magic missile ALWAYS hits.

They can because it is MAGIC, and almost anything can be done through the proper use of magic.

Next time, you'll come asking why only magic-users can conjure up bigg balls of fire, when a fighter needs to build a catapult and load it up with a pot of oil with a burning cloth in it.

*whoops*, sorry for the bad mood
 

I like it as it is.

Call me a munchkin or worshipper of the sacred cow, but I like the spell as-is. It may be better than most other 1st level spells, but the miniscule amount of damage it deals keeps it well in line.

If it was 1d6+1 and allowed reflex half saves for each target it would not only take a long time to resolve on multiple targets, but it would be negated by a monk's or rogue's evasion, thereby making it far less dependable.

Its the only attack spell that mages get at low levels that they know will work in 90% of cases, and to be effective at low levels they really need it.
 

CRGreathouse said:


Look on the Wizards site for arcane bolt, the "new" version that was striken (fortunatly, IMO) from the final copy of the rules.

Why do you say "fortunately"?

I would say because they upped the damage (which is the only way to keep it competitive with Magic Missile). I would take the Arcane Bolt template, lower the damage to d4+1 per missile, and use that to replace Magic Missile. One Reflex save per target and you're ready to go. Alas, there are just too many sorcerors in my game with Magic Missile to do that now. Hm, maybe if I killed them all off...
 

Well, when a Magic Missile hits, you, you're just hit. You can't dodge out of the way of some of the damage like a fireball. Personally, I hate the idea of giving it a save. Mages need a reliable way to do damage, and this spell barely competes with a light crossbow. I would rather that the missiles each required a touch attack to affect their target. That seems to fit with their description better.
 

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