Tipping the Scales

I have been weighing up the various feedback I have been given regarding the power level of magic as opposed to melee. I would like to propose the following changes, effective as soon as we agree on them.

First of all, both of the direct-damage-single-target Feats will change to this:

Oblivion Bolt / Call of Flame

Cost: 2 HR Requires: Channel 2, Destiny 2
Duration: Instant Type: Simple
Keywords: (Chaos / Creation), Combo, Obvious
Prerequisite Feats: Any Channel Mastery

This Feat is a basic ranged magical attack. Range is equal to (Channel x 10m). The attack is resolved with (Dexterity + Channel) against Dodge DV and has a base Lethal damage equal to the caster’s (Intelligence + 3). This Feat gains additional benefits as the character’s Destiny increases. Each choice is a permanent upgrade to the Feat and the character must learn the Feat a second time to select different options.

At Destiny 3 the character may choose +1 Rate or + 1 Damage.
At Destiny 4 the character may choose -1 Speed (4) or +2 Accuracy.
At Destiny 5 the character may choose +1 Rate or +1 Damage.
At Destiny 6 the character may choose +2 Accuracy or to give the attack the Piercing attribute.
At Destiny 7 the character may choose +1 Rate or +1 Damage.
At Destiny 8 the character may choose +2 Defense or +2 Accuracy.
At Destiny 9 the character may choose +1 Rate, +1 Damage or +1 Defense.
At Destiny 10 the character may choose +1 Rate, +1 Accuracy, +1 Damage or +1 Defense.

Secondly, I propose making the following changes to Feats in the Ways of Destruction tree of the Sphere of Chaos:

Oblivion Swarm

Cost: N/A Requires: Channel 3, Destiny 3
Duration: Permanent Type: Passive
Keywords: Chaos
Prerequisite Feats: Oblivion Bolt

Chaos spirits swarm over the targets of the loremaster’s Oblivion Bolts. This Feat is a permanent upgrade to Oblivion Bolt. The bolts continue to deal damage to the target on the following ticks. Each tick the target will take 1 unsoakable Lethal damage. The effect lasts for (caster’s Occult -1) ticks. Oblivion Swarm only triggers if the target suffers unsoaked damage from the Oblivion Bolt. Damage from Oblivion Swarm may not exceed the unsoaked damage the target suffered from the original Oblivion Bolt. This effect does not “stack” – as each subsequent Oblivion Bolt will override any existing Oblivion Swarm effect.

Oblivion Unchained

Cost: +2 HR Requires: Channel 3, Destiny 3
Duration: Permanent Type: Passive
Keywords: Chaos
Prerequisite Feats: Oblivion Bolt

This is a permanent upgrade to the caster’s Oblivion Bolt. By paying 2 HR more the caster may cause their Oblivion Bolts to explode on impact, affecting an area equal to (Destiny x 1m).

Unleashing the Void

Cost: N/A Requires: Channel 5, Destiny 4
Duration: Permanent Type: Passive
Keywords: Chaos
Prerequisite Feats: Oblivion Unchained

This is a permanent upgrade to the loremaster’s Oblivion Bolt. Any target that is killed by the caster’s Oblivion Bolt explodes in a blaze of black fire. The diameter of the explosion is equal to the victim’s Destiny and inflicts damage equal to the caster’s Oblivion Bolt base damage, soaked normally. Secondary targets are not considered to be struck by the caster’s Oblivion Bolt for the purposes of follow on effects.

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~ by occam99 on November 29, 2013.

8 Responses to “Tipping the Scales”

  1. I like your ideas and agree with the path you are taking. Have a couple of suggestions:

    1. Wondering if the base Lethal damage equal to the caster’s (Intelligence + 3) should be something like Int + Destiny. Another thought would be Endurance + Destiny.

    2. I would also like to see a revamp of the creation direct damage feats simular to the Chaos one. Not necessaily exactly the same but along simular lines.

    D

  2. 1) I had thought of using Destiny as a component of base damage, but went away from it:

    I did not want to introduce the scenario where damage scales with Destiny twice.

    Base damage is now on par with a spear and higher Destiny scores give the OPTION of increasing damage, at the expense of something else. I decided that this was a more interesting option, with more player choice involved.

    2) The Creation Feats will be looked at – probably Inferno will get a similar treatment to Oblivion Unchained, although I’d like to differentiate the two somehow.

    At this stage I am not considering enlarging the Creation Trees. Ways of Destruction is a tree focused almost entirely on damage, whereas the Creation trees all have a lot more utility built into them.

  3. A couple of more thoughts:

    1. with the plus one rate will the HR required increase to 4 (2 each bolt)?

    2. Yes I am more than happy with creation being the poor cousin to Chaos when it come to pure spell casters. I see creation better suited for hybrid characters.

    3. Here’s an idea. What if you made the revamped Inferno something like Brutal Strike (counting your sucesses twice for raw damage purposes)… Something about fire building upon itself to do more damage…

    D

  4. 1. Yes, the cost is per bolt.
    2. Cool.
    3. I have thought about that – it would be nice to give Fire an AoE capability though.

  5. “3. I have thought about that – it would be nice to give Fire an AoE capability though.”

    Yes, you sort of feel that fire should have a AoE effect. The good old classic fireball… The only way I can see this happening is to add an (or perhaps alter an existing) feat to the Path of Fire tree. You could look at changing “Searing the Hand” to a AoE effect? Perhaps a cone based attack like Blizzard and Wrath of the Cyclone? You could have both Ignite and Inferno as prerequisites to make it that bit harder for a Creation as compared to a Chaos adept.

    Alternatively you could just say that there are other AoE feats in creation Blizzard, Wrath of the Cyclone etc so maybe not having a fire one is not the end of the world. You can’t have everything and I think we agree that creation is not meant to be the pure spell casters first choice…

    D

  6. I’m leaning towards the idea that Inferno becomes a “brutal strikes” equivalent for Call the Flame. Leaving out a fireball type effect fits with the design principle of tweaking paradigms.

    The other change I’d make to the Chaos side of things is to make the three feats that modify Oblivion Bolt all supplemental. Thus the player gets to choose to cast it with a DoT effect, an AoE effect or exploding corpses, but not all three (only one supplemental effect can be applied to a given Feat at a time).

    I’ve also thought about adding an HR return to Oblivion Swarm – gaining back HR for each point of damage the DoT effect deals.

  7. I like your ideas and I think it will address many of the “caster” issues people have been raising. Need to be careful not to tip the balance to far in the other direction, but I think we are on the right track…

    D

  8. Yes, that is my biggest concern.

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