Double Powers and Snap Rituals

Post/Author/DateTimePost
#1

skullthrone

Aug 22, 2011 1:00:53
I've avoided playing Wizards in 4E since the game came out, and a recent session showed me why.  One of the groups I'm in we have a wizard that so wants to be the 3.5 version of the class that they are really ineffective in combat, though not a bad role-player.

They really want the drop a bomb ability, and then use At-Will powers for the rest of the time as well as to cast rituals in Combat.

I've proposed this to the DM:

To allow the Wizard to double the effect of a Daily power, by expending another daily of greater level, or the same with an encounter power...This drastically increases their effectiveness and quickens them to the At-Will only available options that they seem to crave.

Also, by spending Healing Surges a certain subset of the Rituals that they know can be snap-cast, like a typical Power.  This reduces them to the feeble character they crave faster, as they don't have a lot of surges, and gives them more of an incentive to "not get hit" when they can spend these on role-playing actions that further increase their combat role.

These both seem to easily modify 4E rules to create a much more 3.5 character-like Wizard that this particular player wants.  Just wanted to hear thoughts on this.
 





Open Gateways
A Classless, skill based 4E compatible gaming system,
Where 4E means "For Everyone".
#2

guest754009784

Aug 22, 2011 17:48:42
Sounds interesting, but it seems it may have an unbalancing effect on the Wizard class, though I don't think I would allow everyone the option to have double daily powers.

From a role-play point of view I really like the idea, and it puts the Wizard sort of back to a 3.5 type of unique character...interesting, if anyone implements it I'd like to hear how it went.
#3

skullthrone

Aug 23, 2011 17:14:11
I agree it "seems" unbalancing, but you have to understand that the wizard in the party is definately not a Min-Maxed damage dealer.  They are geared much more as a Role-Playing character, so in combat this really highlights this fact.

On top of it other characters are geared completely for combat, like the slayer that deals d12+16 damage with basic melee attacks.

So in this case it's more of a balancing combat effectiveness with role-playing. plus I like the idea of Double Daily powers (declared before use), and Snap Rituals have definate uses in both Role Playing an combat...like a Silence Spell when raiding a lair.
 





Open Gateways
A Classless, skill based 4E compatible gaming system,
Where 4E means "For Everyone".