Jacob/DirectDamageIdeas

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Mechanics that could do this include:

As some examples (by the standard of last year - this coming year, I think levels will need to be rather different), I would like to see:

In summary:

What do other people think??

--Jacob

This sounds excellent. --Lmm

I like direct damage although I can see your point about instakills, I'm happy with the idea of limiting DD to quad, quin or hex depending on through etc. I also think it might be a good idea to make low direct damage more efficient than high level (except perhaps for red).
I also think that many of your suggestions are frighteningly underpriced, eg. Wide red double would be level 7 currently. so double to as many targets as you like should be around level 8.
The downside to multi target DD is that either it's useless at low levels or too cheap at higher ones.
Note that 4,2 PC's have 7 hit points before they're dead where a 4,2 monster only has 4 before they're effectively dead. This gives a bit of leeway between intstakilling characters and monsters.- Joey
I think that wide and mass effects are heavily overpriced at present - they're far less useful that it was initially thought they'd be. I hope to get most of them reduced during the "look at the spell lists" process over the summer - wide red double should probably be around level 5, I'd say. --Jacob
That would allow your standard final-encounter boss to just kill an even level party without breaking a sweat (cast it twice before the party reaches you, then pick off the remaining one or two people at leisure - even a level 3 party could expect a level 5 boss as an opponent), or a mage gone mad to drop upwards of 15 people in an interactive. I'd rather change what 'mass' does, to allow it to give a 5-second charge so you can do the vocal in a position of safety and then make the effect call. Wide is quite as good as it is costed to be.--Requiem
I quite doubt that; once the warriors get to him the 5th level mage is doomed, and he'll be lucky to get off both casts without interruption; likewise if an interactive didn't stop a mage gone mad after the first one they deserve what they get. --Lmm
Hmm. You may well be right, actually - I may be incorrectly generalising from "mass is massively overpriced" to "mass and wide are massively overpriced". I do think that Earthquake is several levels to high, but that may be a function of overvaluing strikedown rather than wide; that said, I think "torrent of changing", the only other wide syllabus spell I can find, is also too high. But combined with DD it might well become very good indeed. --Jacob

I like the idea of 'channeled' spells - a spell that allows you to call an effect again and again until you choose to end the effect or are interrupted. I also like the idea of limiting the top end of magical damage. I do not like the idea of giving wide-area damage cheaply (or at all) - I'd rather make Mass a viable combat option. An interesting proposal I heard was to cut everything off at level 4 and make colour lore much more expensive, so higher level mages had more versatility and staying power rather than more raw blastitude. Much as I dislike the idea of changing everything again, it does sound a solid idea. --Requiem

I dislike the channeled idea because it is an effect that will frequently be uber and frequently be useless. I think the idea of more multi-target DD is a good one; I tend to prefer n targets to mass/wide because the former strikes me as easier to balance. I don't like the cutting everything off at level 4 idea at all, because it makes the style of mage linearing I like unworkable at higher levels. --Lmm

I think "call this at will", especially "call this at will with no verbal" is something to handle with caution; I think "call this every n seconds" is a much safer area to play in. --Jacob

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Last edited September 24, 2007 9:09 pm by Jacob (diff)
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