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- This topic has 64 replies, 6 voices, and was last updated 12 years, 6 months ago by Anonymous.
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- March 12, 2014 at 5:23 pm #258697AnonymousInactive
If you aren’t worried about adaptations then I think 10′ with Primary is the easiest solution.
March 12, 2014 at 5:23 pm #258698AnonymousInactiveIf you aren’t worried about adaptations then I think 10′ with Primary is the easiest solution.
But 10′ makes the spell a lot less risky to use
March 12, 2014 at 5:29 pm #258699AnonymousInactiveWell, I guess you could just errata it to minions are immune, or minions become shaken instead of taking damage. Still 20′.
You definitely need to change to primary because even if minions are immune it still auto hits.
But to be honest Pedro, most players don’t care about dealing a d8 to a party member, they’ll live. Primary might be more risky because of explosions though.
March 12, 2014 at 5:31 pm #258700AnonymousInactiveNot really, with the exception of mixed con tables, everyone builds for it. BEAST, Devin’s elorii group, etc. Many home groups I know deliberately follow the same church just to use this spell.
March 12, 2014 at 5:32 pm #258701AnonymousInactiveWhy is dealing half damage on a miss with a non-exploding d8 such a huge deal to everyone? Minions are already exempt from the AOE Half Damage rule and non-minions probably aren’t going to die from 4 damage max. I just don’t see an issue.
John
March 12, 2014 at 6:00 pm #258707AnonymousInactivehere is the language I’m working on (off the top of my head)
Channeling: add the following line to the end of the Effects entry
When using this spell to damage minions you only damage minions on a successful hit, if you miss a minion the spell deals zero damage to that minion.
March 12, 2014 at 6:09 pm #258715AnonymousInactivehere is the language I’m working on (off the top of my head)
Channeling: add the following line to the end of the Effects entry
When using this spell to damage minions you only damage minions on a successful hit, if you miss a minion the spell deals zero damage to that minion.
That is completely redundant with the rules on minions for ALL AoE (Page 347)
Area Damage: Unlike most other forms of attack, Area Spells cannot critically succeed. Also unlike all other forms of attack, they still deal some damage when the caster failsto bypass a Target’s Defense: The spell still deals its base damage without the caster’s primary Attribute die. Thus a d4 (Primary) spell would still deal d4 damage upon a miss. Minions are exempt.
So I was wrong when I said “Half damage”, so based upon that, Primary Die makes perfect sense here to avoid damage on a miss to non-minions. However, minions are never damaged by a miss.
John
March 12, 2014 at 6:11 pm #258718AnonymousInactivehere is the language I’m working on (off the top of my head)
Channeling: add the following line to the end of the Effects entry
When using this spell to damage minions you only damage minions on a successful hit, if you miss a minion the spell deals zero damage to that minion.
That is completely redundant with the rules on minions for ALL AoE (Page 347)
Area Damage: Unlike most other forms of attack, Area Spells cannot critically succeed. Also unlike all other forms of attack, they still deal some damage when the caster failsto bypass a Target’s Defense: The spell still deals its base damage without the caster’s primary Attribute die. Thus a d4 (Primary) spell would still deal d4 damage upon a miss. Minions are exempt.
So I was wrong when I said “Half damage”, so based upon that, Primary Die makes perfect sense here to avoid damage on a miss to non-minions. However, minions are never damaged by a miss.
John
Well, look at that!
I was under the impression people where under the impression minions always take damage in the area of effect unless it’s (primary)
March 13, 2014 at 4:04 pm #258821AnonymousInactivewhere are we at with this?
March 13, 2014 at 5:00 pm #258863AnonymousInactiveWith the fact that the spell deals zero damage to minions on a miss, one of the issues (some people
Were under the impression that only (primary) damage feel under the full/zero rule .I’m unsure how to proceed…
The large area is a balancing factor because you can harm people you don’t wish too (like summoned minions)
One thought was to double the speed or the strain… Making it a 6 (3) spell may still work.
In retrospect I should have made it healing only with a condition upon foes
March 13, 2014 at 5:01 pm #258865AnonymousInactiveAnd it can’t be used to damage mindless creatures, swarms, or creatures unable to make a choice about religion (animals), etc. which is one of the uses it had early on.
John
March 13, 2014 at 5:47 pm #258890AnonymousInactiveAnd it can’t be used to damage mindless creatures, swarms, or creatures unable to make a choice about religion (animals), etc. which is one of the uses it had early on.
John
Correct….
March 13, 2014 at 7:31 pm #258904AnonymousInactiveWell I think that what is in people heads doesnt jive with whats going to be put on paper.
if you make it a static die damage, you do the same damage on a miss (but not to minions)
if you do (primary) damage you do 0 damage on a miss, the die can explode…. and I’m ok with that
i think it hits too many targets and breaks out of the 5′ / 10′ standard self radius for good or for illl.
pardon the language but zero fucks are given if your damaged by channel, and the healing down for it is really good in aggregate
March 14, 2014 at 1:34 pm #259003AnonymousInactivesooo your not making any change to channeling?
the caveat you put in there is already part of the rules…
March 14, 2014 at 2:33 pm #259019AnonymousInactivesooo your not making any change to channeling?
the caveat you put in there is already part of the rules…
No no,
I’m still thinking it over..
I’m tempted to change the healing and damage to (Primary) and lower the radius to 10′.. but in that case I would want to increase the spells speed.
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