bluegargantua (
bluegargantua) wrote2010-11-07 04:56 pm
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I attack the darkness!
Hi,
So I've not been paying attention to D&D for awhile. I was trying to figure out what the heck "D&D Essentials" was supposed to be and in the process I discovered that in June WTOC made a major revision to Magic Missile (the Wizard's classic at-will). Said change was made solely "to make it more like it used to be" (their words) which I find very interesting.
The change is that magic missile now automatically hits for a set amount of damage (usually X + your INT modifier). Magic Missile was always an auto-hit spell, but in 4th ed. you had to roll to hit. It did a bit more damage.
But while an auto-hit is nice it does invalidate a number of prestige class features that were tailored to work with Magic Missile (or feats you might have taken to improve your hit chances). The other problem is that Magic Missile is still really short-ranged compared to an arrow or crossbow bolt.
But the biggest problem is that in previous editions you got more than one missile (each of which would be independently targeted). So you had (I think) 2 at 5th level and 4 at 12th and so on. So when a high-level wizard cut loose, he'd unleash a small volley (actually I think it was capped a 5 missiles, but still). And I think this is the feature that is sorely missed with magic missile. In fact, multiple missiles to sweep minions or sand-blast regular monsters seems more in line with the Wizard's Controller role. But I think Controllers in general (and the Wizard in particular) has been ill-defined and ill-served in 4th ed.
later
Tom
So I've not been paying attention to D&D for awhile. I was trying to figure out what the heck "D&D Essentials" was supposed to be and in the process I discovered that in June WTOC made a major revision to Magic Missile (the Wizard's classic at-will). Said change was made solely "to make it more like it used to be" (their words) which I find very interesting.
The change is that magic missile now automatically hits for a set amount of damage (usually X + your INT modifier). Magic Missile was always an auto-hit spell, but in 4th ed. you had to roll to hit. It did a bit more damage.
But while an auto-hit is nice it does invalidate a number of prestige class features that were tailored to work with Magic Missile (or feats you might have taken to improve your hit chances). The other problem is that Magic Missile is still really short-ranged compared to an arrow or crossbow bolt.
But the biggest problem is that in previous editions you got more than one missile (each of which would be independently targeted). So you had (I think) 2 at 5th level and 4 at 12th and so on. So when a high-level wizard cut loose, he'd unleash a small volley (actually I think it was capped a 5 missiles, but still). And I think this is the feature that is sorely missed with magic missile. In fact, multiple missiles to sweep minions or sand-blast regular monsters seems more in line with the Wizard's Controller role. But I think Controllers in general (and the Wizard in particular) has been ill-defined and ill-served in 4th ed.
later
Tom
no subject
no subject
It's one per two levels
The cap was introduced later because it was a stupidly good spell when it kept scaling - 3.5 from d4+1 is the same expected return as the d6s from wizards' signature spells like fireball and lightning bolt except those can sort of miss (save for half) so your expected value is actually lower for those, over a number of encounters.
Not that I, you know, ever min-maxed that sort of thing...
no subject
I did manage to see the change they did to Magic Missile, and to be honest, I'm not sure that I like it. It doesn't have the beefiness that the 4e MM spell has, even if there's a decision/trade-off on roll-to-hit/automatically hit. Maybe there should be a compromise between the two, and say "Okay, you automatically hit for X + Int, but if you roll to hit, the damage payoff can be bigger..." or something to that effect.