| Post/Author/DateTime | Post |
|---|---|
| #1Salamandyr2000Nov 06, 2008 13:38:57 | At least in my game, it feels like magical powers lag behind weapon based powers in the damage department. A fighter has multiple ways to boost damage, first from going 2 handed, then picking up superior weapon proficiency, then adding in weapon focus, and maybe even power attack. Magic types don't have that versatility, so I've decided to implement at least one feature to give them a bit of a boost.
|
| #2thegreatgalstaffNov 07, 2008 8:43:32 | Well for most spells early on I see this being a well balanced feat/option/ruling but, I see problems with some of the later spells that you get from paragon paths and from lvl 20 on for wizards. The BIG glaring problem is that Warlocks use implements too and they could use this ruling to get their really powerful spells even more powerful. even at lvl 1 the warlocks spells do much more damage than a wizard (mainly because a wizard is a controller and the warlock is a striker) and giving a warlock with the infernal pact (or one that just takes infernal spells) a huge boost making most of his spells D12s or at the least D10s. My final opinion on this is put a cap of up to D10s if you did allow this feat/option/rule. and this is one last thing to ponder, wizards are not known for there damage potential, Warlocks are, if you want to cast spells and do lots of damage make a warlock; if you want to inflict large AOEs and inflict status aliments on your enemies make a wizard. Don't make the wizard into a warlock |