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Wizards: Already Too Strong?
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<blockquote data-quote="eamon" data-source="post: 5922916" data-attributes="member: 51942"><p>What's your concern? Shocking grasp to me looks like nothing more than a tweaked melee attack, which regardless of DM-ing and monster smartness does not strike me as concerningly powerful for a fragile, lightly armored character. I mean, it sounds like a rather weak choice, honestly.</p><p></p><p>Finally <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. I think this is a much more worrying cantrip! Nevertheless; I think the fact that's effective against a lone opponent says more about lone opponents than about the cantrip. This kind of thing has been a problem... forever. Certainly in 3.5, and solo's have had issues since day 1 in 4e. It's not just wizards; it's just so extremely easy to find <em>some</em> ability intended to be used against one opponent of many in a normal combat that happens to seriously hamper one opponent even if there's only one. For that matter, even plain improvisation tends to be much more lethal against a solo.</p><p></p><p>If a solo must work alone, and challenge a party alone, he'll need extraordinary abilities. Note that you don't need much of anything fancy to overpower many solos - a bunch of caltrops and a bow might even be enough.</p><p></p><p>Solos should be exceptional - both in terms of rarity, and in terms of ability. The ogre doesn't cut it.</p><p></p><p>Yeah, light bothers me too. But don't get your hopes up, I'm willing to be it won't be fixed. Easily accessible light is just really traditional. Light, everburning torches, magically glowing weapons, Continual Flame, easy access to darkvision... both 4e and 3e have several of these in their repertoires. Even before second level comes around any party has the funds to constantly have several sources of light. I don't think it's fun, but I also don't expect this kind of thing to change. Not to mention that torches are light and cheap... For 32gp, the playtests dwarven fighter could buy and carry 640 of them and still move at full speed assuming he's carrying exclusively that - though that might be somewhat absurd.</p></blockquote><p></p><p></p><p></p><p>As mentioned, this requires line of effect and as such is fairly clear. It's unlikely to be an issue; it's much less powerful than a plain arcana check in 4e or the 3e detect magic cantrip.</p><p>[/QUOTE]</p>
[QUOTE="eamon, post: 5922916, member: 51942"] What's your concern? Shocking grasp to me looks like nothing more than a tweaked melee attack, which regardless of DM-ing and monster smartness does not strike me as concerningly powerful for a fragile, lightly armored character. I mean, it sounds like a rather weak choice, honestly. Finally :-). I think this is a much more worrying cantrip! Nevertheless; I think the fact that's effective against a lone opponent says more about lone opponents than about the cantrip. This kind of thing has been a problem... forever. Certainly in 3.5, and solo's have had issues since day 1 in 4e. It's not just wizards; it's just so extremely easy to find [I]some[/I] ability intended to be used against one opponent of many in a normal combat that happens to seriously hamper one opponent even if there's only one. For that matter, even plain improvisation tends to be much more lethal against a solo. If a solo must work alone, and challenge a party alone, he'll need extraordinary abilities. Note that you don't need much of anything fancy to overpower many solos - a bunch of caltrops and a bow might even be enough. Solos should be exceptional - both in terms of rarity, and in terms of ability. The ogre doesn't cut it. Yeah, light bothers me too. But don't get your hopes up, I'm willing to be it won't be fixed. Easily accessible light is just really traditional. Light, everburning torches, magically glowing weapons, Continual Flame, easy access to darkvision... both 4e and 3e have several of these in their repertoires. Even before second level comes around any party has the funds to constantly have several sources of light. I don't think it's fun, but I also don't expect this kind of thing to change. Not to mention that torches are light and cheap... For 32gp, the playtests dwarven fighter could buy and carry 640 of them and still move at full speed assuming he's carrying exclusively that - though that might be somewhat absurd.[/quote] As mentioned, this requires line of effect and as such is fairly clear. It's unlikely to be an issue; it's much less powerful than a plain arcana check in 4e or the 3e detect magic cantrip. [/QUOTE]
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