Magi, mechanical balance/issues

Post/Author/DateTimePost
#1

Marcotic

Jun 28, 2008 21:32:57
I'm introducing the Magi mostly to replace the Eladrin, for world building purposes, so thats why there are so many similarities. Please tell me if this race is unbalanced compared to all races save the Eladrin.

Magi


Mysterious refugees that tap the power of the plane of magic Arcanis.

Racial Traits
Average Height: 5’11”-6’11”
Average Weight: 125-200 pounds

Ability Scores: +2 Wisdom, +2 Intelligence
Size: Medium
Speed: 6 Squares
Vision: Normal

Languages: Archine, Common. (not a planar language)
Skill Bonuses: +2 Arcana +2 Religion
Ritual Aptitude: You gain the Ritual Caster Feat P. 200. If you would later gain the Ritual caster feat, you instead gain the ability to reroll any skill check used in a ritual. You must use the second roll, even if it is lower.
Do to their uncanny ability with magic, magi have the natural ability to store up to 74 pages worth of rituals. Treat it as you would any spell book, save for the fact that it cannot be used for anything except rituals. Finally, each Magi starts the game with knowledge of 1 first level ritual.

Wave Dash: You can use Wave Dash as an encounter power.

Wave Dash Magi Racial Power
Without a thought you transport yourself to a more suitable location.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.


Magi Racial Feats

Magical Manipulation (Paragon Tier): You can alter the magical properties of a magical item in your possession. By taking 5 minutes to attune yourself to a magical item, you can alter its properties to that of any magical item of an equal or lower level. The new ability must be of the same category (weapon, armor, holy symbol, etc), and you cannot alter wondrous items or one-use items. As soon as the item leaves your possession, it reverts to its original state.

Protection Arcani (Paragon Tier): When you use the Wave Dash racial power, you gain a +2 bonus to all defenses until the end of your next turn.

Magi Armor (heroic tier): Whenever you gain a +1 bonus to AC whenever you are bloodied
#2

Marcotic

Jun 28, 2008 21:43:49
thought of a new racial feat,

Ritual Augmentation: You gain a +5 racial bonus on all Ritual skill rolls.

Scratch that one right off.

But what about

Improved Magi Armor(heroic tier): your magi armor grants a +2 AC bonus instead of +1
#3

Marcotic

Jun 28, 2008 21:44:25
RSVED Fluff
#4

aluman

Jun 29, 2008 1:34:05
I'm introducing the Magi mostly to replace the Eladrin, for world building purposes, so thats why there are so many similarities. Please tell me if this race is unbalanced compared to all races save the Eladrin.

In theory the races are all balanced heh.
Magi


Mysterious refugees that tap the power of the plane of magic Arcanis.

Racial Traits
Average Height: 5’11”-6’11”
Average Weight: 125-225 pounds

Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 Squares
Vision: Normal

Languages: Archine, Common.

If Archine is an planar language, you might consider not letting players start with it.
Skill Bonuses: +2 Arcana +2 Religion

Ritual masters indeed.
Magi Armor: Whenever bloodied, a Magi instinctively taps into the power of Arcanis, gaining a +2 bonus to AC defense.

Merr, hmm...make this a feat an 1/encounter power and I will feel better about it.
Ritual Aptitude: You gain the Ritual Caster Feat P. 200. If you gain the Ritual Caster feat you gain the ability to take 10 on any ritual skill roll.

VAS? +10 to my rolls as wizard, PLUS up to 5 supplicants to aid me.
hmmm 5 (for training) 5 (for int) 2 (racial) (10 this) = 22 +10 (5*2 for aid) = 32 at first level. Yeah, scratch that off their abilities otherwise fine.
Do to their uncanny ability with magic, magi have the natural ability to store up to 74 pages worth of rituals. Treat it as you would any spell book, save for the fact that it cannot be used for anything except rituals. Finally, each Magi starts the game with knowledge of 1 ritual.

Specify level 1 rituals, please?
Wave Dash: You can use Wave Dash as an encounter power.

Wave Dash Magi Racial Power
Without a thought you transport yourself to a more suitable location.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.

As effective as Eladrin+feat, I know you don't want me comparing them to Eladrin, but if you are taking their power and moving it to a race, why not keep it the same?
Magi Racial Feats

Magical Manipulation (Heroic Tier): You can alter the magical properties of a magical item in your possession. By taking 5 minutes to attune yourself to a magical item, you can alter its properties to that of any magical item of an equal or lower level. The new ability must be of the same category (weapon, armor, holy symbol, etc), and you cannot alter wondrous items or one-use items. As soon as the item leaves your possession, it reverts to its original state.

So with knew ruling from WotC on high about wands and damage through them, I can retool my wand to give me damage favorable against opponents I know I am going to be facing? Paragon at least in level.
Protection Arcani (Paragon Tier): When you use the Wave Dash racial power, you gain a +2 bonus to all defenses until the end of your next turn.

This seems fine.
#5

Marcotic

Jun 29, 2008 13:57:51
Thanks much, lemme redo
#6

Marcotic

Jun 29, 2008 14:32:12
Merr, hmm...make this a feat an 1/encounter power and I will feel better about it.

Changed it to a +1 AC bonus, this shouldn't be too big of a deal, but needs to stay in order to offer some viability to a meatier build.

1. VAS? +10 to my rolls as wizard, PLUS up to 5 supplicants to aid me.
hmmm 5 (for training) 5 (for int) 2 (racial) (10 this) = 22 +10 (5*2 for aid) = 32 at first level. Yeah, scratch that off their abilities otherwise fine.
2. Specify level 1 rituals, please?

I believe only 4 people can use aid another on a ritual roll, and only then if they make the (admittedly easy) aid another skill check, that combined with the fact that it is, after all, an average roll leads me to believe that the ability is ok. perhaps, a wiser idea would be to allow a reroll, must take the second even if lower type of ability?

As effective as Eladrin+feat, I know you don't want me comparing them to Eladrin, but if you are taking their power and moving it to a race, why not keep it the same?

Actually, I was thinking that this race was slightly worse then the Eladrin, the eladrin (more or less) come with 2 feats, Long sword proficiency, and Eladrin Education, which is essentially the same as skill training.
Originally I was going to just steal all of the eladrins stuff and kick it to the curb is because I found that allot of it didn't really fit the vision I had for the new race. You'll see when I post the fluff, some of it wouldn't make sense.
So with knew ruling from WotC on high about wands and damage through them, I can retool my wand to give me damage favorable against opponents I know I am going to be facing? Paragon at least in level.

Good catch, changed accordingly. thanks again!
#7

aluman

Jun 29, 2008 17:42:57
Changed it to a +1 AC bonus, this shouldn't be too big of a deal, but needs to stay in order to offer some viability to a meatier build.

Make a feat then, just like Eladrin's Weapon Training is a feat to allow for a meatier Eladrin.
I believe only 4 people can use aid another on a ritual roll, and only then if they make the (admittedly easy) aid another skill check, that combined with the fact that it is, after all, an average roll leads me to believe that the ability is ok. perhaps, a wiser idea would be to allow a reroll, must take the second even if lower type of ability?

Deffiantly reroll better, even with just 4, if they were all Magi helping with ritual casting its an automatic +18 to your rolls as is.
Actually, I was thinking that this race was slightly worse then the Eladrin, the eladrin (more or less) come with 2 feats, Long sword proficiency, and Eladrin Education, which is essentially the same as skill training.
Originally I was going to just steal all of the eladrins stuff and kick it to the curb is because I found that allot of it didn't really fit the vision I had for the new race. You'll see when I post the fluff, some of it wouldn't make sense.

The thing is, teleportation is superior to either Long Sword or an extra skill for just about every build from a fighter who appears in the midst of his foes to the ranger constantly ducking away from them. Only a few builds will not have long sword proficeny from class, and want it. (namely future wizards of the spiral tower and thats questionable).
#8

Marcotic

Jun 29, 2008 20:13:19
1. Make a feat then, just like Eladrin's Weapon Training is a feat to allow for a meatier Eladrin.

Also, I forgot to mention, the armor is a balance against the fact that most other races gain at least 2 defense bonuses from their abilities. I figured this would be in line with them also it helps differentiate them as a race, just another unique ability. The thing is, as a feat, people would likely rather just augment their armor profs, (although both is nice)

2. Deffiantly reroll better, even with just 4, if they were all Magi helping with ritual casting its an automatic +18 to your rolls as is.

good. thats settled

3. The thing is, teleportation is superior to either Long Sword or an extra skill for just about every build from a fighter who appears in the midst of his foes to the ranger constantly ducking away from them. Only a few builds will not have long sword proficeny from class, and want it. (namely future wizards of the spiral tower and thats questionable)

.

Won't argue with teleportation being superior, but if we are going to compare Magi to Eladrin, (something I didn't want to do at first, but eh no big.) the Eladrin gain the teleport (the same exact ability except for fluff) AND the longsword AND the free skill. the Magi have the tele, the free Ritual casting and no such skill feat. Meaning that, whether or not your class can take full advantage, Eladrin have one more apple in there basket, pseudo feat wise.
You could even argue that the Magi's free RC feat is only valuable for those that can cast rituals regularly, because their the usually only ones who have access to the skills involved, the racial skill bonus's help, but probably not enough to allow an untrained Magi to use a ritual very well.
#9

aluman

Jun 30, 2008 18:51:28
Also, I forgot to mention, the armor is a balance against the fact that most other races gain at least 2 defense bonuses from their abilities. I figured this would be in line with them also it helps differentiate them as a race, just another unique ability. The thing is, as a feat, people would likely rather just augment their armor profs, (although both is nice)

Mmm, AC isn't treated like the defenses for others, I would be happier if you want it that way being +1 AC +1 Ref though, rather than +2 to one.
Won't argue with teleportation being superior, but if we are going to compare Magi to Eladrin, (something I didn't want to do at first, but eh no big.) the Eladrin gain the teleport (the same exact ability except for fluff) AND the longsword AND the free skill. the Magi have the tele, the free Ritual casting and no such skill feat. Meaning that, whether or not your class can take full advantage, Eladrin have one more apple in there basket, pseudo feat wise.
You could even argue that the Magi's free RC feat is only valuable for those that can cast rituals regularly, because their the usually only ones who have access to the skills involved, the racial skill bonus's help, but probably not enough to allow an untrained Magi to use a ritual very well.

Actually the +2 to arcana means that the untrained magi is 3 points off normal, with Jack of All trades 1 point off. Meaning about 2 levels compared to the trained ritualist, aka: Not that much.

If you truly feel that way though, give them a free skill it fits with the race (imo), or even limt the free skill to Arcana or Religion (keeping with the ritual theory).
#10

Marcotic

Jun 30, 2008 21:17:22
ok, I'm going to change the ability bonus's, mostly because thinking about it, the dex thing makes little sense, and to date their is no WIS/INT race out there and it fits better with the cerebral feel of the race. I will take out the AC blooded bit, though flavorful, isn't as easy to judge as I first reckoned, and isn't necessary since they now have 2 racial boons to defenses.