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Wizards, nerfed or not?
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<blockquote data-quote="Plane Sailing" data-source="post: 4636461" data-attributes="member: 114"><p>It is possible that my anecdotes might go the other way if the wizard was anything other than total rubbish at rolling fireball damage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Of the three he has thrown so far he has rolled a 4, a 4 and a 6 on his 3d6!</p><p></p><p></p><p></p><p>Burst 3 would be better in open terrain with large armies, no doubt about that, but in dungeon scenarios burst 2 would have been big enough to catch all the enemies without much trouble. Even against large armies a fireball doesn't hurt minions on a miss. If it killed minions on a miss, then I'd be a little happier with it.</p><p></p><p>Miss:Half is psychologically pretty poor ("Hey, I did 8 damage to each of the gnolls! They are all down 10% of their hp!"). </p><p></p><p>The area of fireball is more often a drawback rather than a benefit unless the wizard manages to go first in a combat, and if the wizard is going first then Slow is often a better opener than Fireball from a tactical point of view. </p><p></p><p>In terms of killing minions and doing more damage to other targets then Stinking Cloud seems much better a lot of the time. By round 2 you've done more damage than a fireball, you've been guaranteed a kill against minions and you can still keep it going as a minor while doing other stuff too. For a wizard with +8 damage and a combat that lasts 8 rounds (all the combats I ran last Sunday lasted 12-15 rounds FWIW) he could do a fireball for 3d6+8 in burst 3, or he could do a stinking cloud which would do 8d10+64 in burst 2 over the course of the combat. Unless you're fighting something immune to poison, stinking cloud seems much, much better. It is on that basis that I particularly find fireball lacking.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4636461, member: 114"] It is possible that my anecdotes might go the other way if the wizard was anything other than total rubbish at rolling fireball damage :) Of the three he has thrown so far he has rolled a 4, a 4 and a 6 on his 3d6! Burst 3 would be better in open terrain with large armies, no doubt about that, but in dungeon scenarios burst 2 would have been big enough to catch all the enemies without much trouble. Even against large armies a fireball doesn't hurt minions on a miss. If it killed minions on a miss, then I'd be a little happier with it. Miss:Half is psychologically pretty poor ("Hey, I did 8 damage to each of the gnolls! They are all down 10% of their hp!"). The area of fireball is more often a drawback rather than a benefit unless the wizard manages to go first in a combat, and if the wizard is going first then Slow is often a better opener than Fireball from a tactical point of view. In terms of killing minions and doing more damage to other targets then Stinking Cloud seems much better a lot of the time. By round 2 you've done more damage than a fireball, you've been guaranteed a kill against minions and you can still keep it going as a minor while doing other stuff too. For a wizard with +8 damage and a combat that lasts 8 rounds (all the combats I ran last Sunday lasted 12-15 rounds FWIW) he could do a fireball for 3d6+8 in burst 3, or he could do a stinking cloud which would do 8d10+64 in burst 2 over the course of the combat. Unless you're fighting something immune to poison, stinking cloud seems much, much better. It is on that basis that I particularly find fireball lacking. Cheers! [/QUOTE]
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