Quote:
Originally Posted by VariousRen
As for hitting yourself or missing the target, it is very easy to position the spell to only hit the opponent, even if they are closer than 10 yards. At 5 yards, throw the spell 5 yards behind at the ground (-1 to hit). If you miss, it scatters in a random directly by the margin of failure. Even with a modified skill of 9 you will hit within 5 yards of the original target ~80% of the time, which catches your opponent but not yourself.
The point of hitting allies is a valid one, but I could see a very dangerous (against stunnable opponents, of course) set up with concussion being used to stun people while the archer of the group takes vital shots at the stunned, and the melee people stand in front of the group and smack down the 20% of people who are not stunned. This seems powerful, but no more so than some other spells used properly. We'll use the spell as written right now and make any changes we deem necessary in the future if it is still easily abusable.
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The closer the enemy is to the mage the more difficult it will be to make sure the mage does not hit him- or herself. If the enemy can flank the mage...the mage will not be in a good way. If the enemy spreads out (which they should do if the party has mage's or hand grenades)...the mage is not going to be able to stop everyone. And it just needs a few to get through...Or a few archers. Some people with protected hearing will ruin the mage's day as well.