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<blockquote data-quote="Majoru Oakheart" data-source="post: 3753784" data-attributes="member: 5143"><p>I don't think the at will abilities will be anything like "just a crossbow". I believe they will be closer to what the reserve feats look like now. Where you can do 5d6 damage to a 5ft radius if you can cast 5th level spells. You get to keep your shtick(casting area of effect spells) without being overly powerful(you could have cast fireball, doing 9d6 damage to a 20 ft radius by using your good spell). However, it never drops to the level of "I have a 20% chance of doing 1d8 damage this round". You also aren't likely outdamaging the fighters or rogues when they do their thing.</p><p></p><p>"The fighter could go either way" fights are normally depend on decisions rather than resources. For instance, you know the enemy does 50 damage a round when attacking your fighter. The fighter has 30 hit points left. Do you attack hoping that you do enough damage to kill the enemy this round, preventing the fighter from dying? Or do you cast that healing spell on the fighter for 30 hit points to keep him up just ONE more round in the hopes that you can beat the enemy next round?</p><p></p><p>That battle is close. It COULD go either way. It would be nice if you had your once a day ability to hit the enemy AND heal the fighter at the same time but you can win the battle without it.</p><p></p><p>And I think most parties aren't going to worry about the different in power they have between 80% and 100% if it makes more sense in character for them to keep going.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3753784, member: 5143"] I don't think the at will abilities will be anything like "just a crossbow". I believe they will be closer to what the reserve feats look like now. Where you can do 5d6 damage to a 5ft radius if you can cast 5th level spells. You get to keep your shtick(casting area of effect spells) without being overly powerful(you could have cast fireball, doing 9d6 damage to a 20 ft radius by using your good spell). However, it never drops to the level of "I have a 20% chance of doing 1d8 damage this round". You also aren't likely outdamaging the fighters or rogues when they do their thing. "The fighter could go either way" fights are normally depend on decisions rather than resources. For instance, you know the enemy does 50 damage a round when attacking your fighter. The fighter has 30 hit points left. Do you attack hoping that you do enough damage to kill the enemy this round, preventing the fighter from dying? Or do you cast that healing spell on the fighter for 30 hit points to keep him up just ONE more round in the hopes that you can beat the enemy next round? That battle is close. It COULD go either way. It would be nice if you had your once a day ability to hit the enemy AND heal the fighter at the same time but you can win the battle without it. And I think most parties aren't going to worry about the different in power they have between 80% and 100% if it makes more sense in character for them to keep going. [/QUOTE]
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