Wanting opinions on alternate versions of Arcane Defiling

Post/Author/DateTimePost
#1

seker

Aug 21, 2010 17:00:47

I am trying to figure out which method for the arcane feature might work a bit better, and wanted to get some opinions.

To start with I am going by the following as base rules for arcane magic:

1. Any other arcane power can defile at the choice of the character. At-will, utility, and encounter powers defile an area of close 1. Daily powers defile an area of close 1/2 level of power. (Minimum 1.) This is standard rules from the DSCS.


2. Use of the Arcane Defiling arcane feature can cause Defiling Addiction.



Defiling Addiction


Treat as disease save uses Nature skill for checks on status vs. Endurance. (Also most powers that effect disease will not affect this roll.)
Checks are made when the caster uses the first arcane power after an extended rest.
Note: caster gets a +2 bonus/week they have not used any arcane powers prior, on the Nature skill checks to resist.

Attack: level of spell vs. Will (Occurs when a character uses Arcane Defiling feature)
Nature improve DC 20 + one-half casters level, maintain DC 16 + one-half casters level, worsen DC 15 + one-half casters level or lower.

Cured < Initial Effect daily arcane powers defile <> Daily/encounter arcane powers defile <> Daily/encounter/utility arcane powers defile > Final State target is now a defiler and all arcane powers defile.


Once a character has completed the Defiler Addiction chart and become a defiler, it requires a powerful ritual cast by preservers to even return the character to the stage just before the final stage in the Defiler Addiction chart. (At which point they must make the Nature checks to redeem.)


These rules are important as this combined with the effects of defiled terrain, (which can include giving all arcane and primal powers a penalty on attack rolls by 5 and not allowing the Arcane Defiling arcane feature to be used in the defiled terrain. Among other effects.) means that defiler characters will have to keep moving during combat to be able to use arcane powers.


I have been looking at several versions for alternate rules for the Arcane Defiling arcane feature. And would like some feedback on which people think would fit for the defiling best. (All versions are designed to have the defiling effect all targets within the radius, as defiling does not play favorites on who it targets.)

The thread is making it hard to post them all in one post so I am posting the versions in the following responses.

#2

seker

Aug 21, 2010 17:03:50

Version 1
Arcane Defiling: Arcane Feature


At-Will * Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. The spell defiles an area of close (level of the triggering power). In addition, each living creature (ally or enemy) within the area being defiled takes necrotic damage equal half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power. Note, as minions have a healing surge value of 0, they take no damage from this effect.


Pros:  Based on the feature in the DSCS, but designed to allow a more limited radius and to effect both enemies and allies.
Cons:  Removes the issue with defiling only able to drain the life from plant life.  (This was a major advantage of dragons in Dark Sun, they were able to drain animal life too.)  While the damage done to allies and enemies are the same percentage, the actual damage amounts vary significantly.


Version 2
Arcane Defiling: Arcane Feature


At-Will * Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. The spell defiles an area of close (level of the triggering power). In addition, each living creature (ally or enemy) within the area being defiled takes a -1 penalty to attack rolls until the end of your next turn.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.


Pros:  Similiar to the prior version of Dark Sun, it acts as the pain from being in the defiling distracts the creature to make attacking more difficult.
Cons: 


Version 3
Arcane Defiling: Arcane Feature

At-Will * Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. The spell defiles an area of close (level of the triggering power). In addition, each living creature (ally or enemy) within the area being defiled takes a -1 penalty to Fort defense until the end of your next turn.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.


Pros:  Simulates the fact that the life force is weakened somewhat and so it would be harder to resist the effects of poisons and diseases.
Cons:  Very limited game effects in most situations.


Version 4
Arcane Defiling: Arcane Feature

At-Will * Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. The spell defiles an area of close (level of the triggering power). In addition, each living creature (ally or enemy) within the area being defiled is dazed until the end of your next turn.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.


Pros:  Represents the shocking nature of feeling the life draining out of an area.
Cons:  Strong in game effect, perhaps too strong to represent.  (limited actions for a turn and everyone in radius is granting combat advantage... which will normally be the whole party.)


Version 5
Arcane Defiling: Arcane Feature

At-Will * Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. The spell defiles an area of close (level of the triggering power). In addition, each living creature (ally or enemy) within the area being defiled is weakened until the end of your next turn.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.


Pros:  Represents the drained sensation from being in the radius really well.
Con:  Perhaps too strong of a penalty as it will mainly effect the party.  Also duplicates the effect of one of the forms of defiled terrain.


Version 6
Arcane Defiling: Arcane Feature

At-Will * Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. The spell defiles an area of close (level of the triggering power). In addition, each living creature (ally or enemy) within the area being defiled is unable to heal damage until the end of your next turn.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.


Pros:  Gives the feel of the damage that defiling does to nature
Con:  Will be massively more damaging to players than enemies.