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Old 12-10-2018, 02:54 PM   #41
TippetsTX
 
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Default Re: New use for XP - Heroic Exploits

BTW, I did make some alterations to a couple of the 'staff' Powers. Any feedback on those?
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Old 12-12-2018, 04:37 PM   #42
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Default Re: New use for XP - Heroic Exploits

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Originally Posted by hcobb View Post
So no wizard starts with a staff?
Your question has inspired another idea... what if the staff represents formal membership in the Wizard's Guild; a symbol of their status within the organization?

That would certainly justify the delay in aquiring one. And maybe the initial 500 XP required to earn the staff could represent some kind of 'test' that the starting wizard must pass to be accepted. Yeah, I like that... except now I need to create a mini Death Test solo adventure; welcome to the Trial of Mages!
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Old 12-12-2018, 04:53 PM   #43
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Default Re: New use for XP - Heroic Exploits

Staffless Wizard
ST 8 DX 12 IQ 12 MA 10
Kick(2d-4 at -1DX)
Unarmed Combat I-III, Literacy, three spells

vs

Tenured Wizard
ST 8 DX 11 IQ 13 MA 10
Staff(1d 2h maul immune to drop and break results, or 1d/1 fatigue occult strike at DX +3 at two hexes that ignores armor)
Staff I-III, Literacy, 9 other spells

vs

Average Goblin Wizard
ST 6 DX 9 IQ 17 MA 10
Staff(1d 2h maul immune to drop and break results, or 1d+2/1 fatigue free action occult strike at DX +3 at two hexes that ignores armor)
Staff I-V, Literacy, 11 other spells
Usual tactic is to dodge or defend while zapping foes with occult strikes
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Last edited by hcobb; 12-12-2018 at 05:08 PM.
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Old 12-12-2018, 05:25 PM   #44
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Default Re: New use for XP - Heroic Exploits

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Originally Posted by hcobb View Post
Staffless Wizard
ST 8 DX 12 IQ 12 MA 10
Kick(2d-4 at -1DX)
Unarmed Combat I-III, Literacy, three spells
Clearly that's an intentionally sub-optimal configuration.
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Old 12-12-2018, 05:36 PM   #45
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Default Re: New use for XP - Heroic Exploits

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Originally Posted by TippetsTX View Post
Clearly that's an intentionally sub-optimal configuration.
Yeah, he needs a staff.

Spells to replace staff:
Blur, because you can't defend.
Acid Touch to replace staff damage
Stop because the defenseless wizard doesn't engage anybody
etc.
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Last edited by hcobb; 12-12-2018 at 05:43 PM.
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Old 12-12-2018, 06:31 PM   #46
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Default Re: New use for XP - Heroic Exploits

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Clearly that's an intentionally sub-optimal configuration.
Are you surprised? I am. I think I can come up with one even more 'sub-optimal' that no player would ever create.

On the other hand, I'm really not a fan of your changes to the Staff spells.
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Last edited by platimus; 12-12-2018 at 07:10 PM.
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Old 12-12-2018, 08:24 PM   #47
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Default Re: New use for XP - Heroic Exploits

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Originally Posted by hcobb View Post
Yeah, he needs a staff.

Spells to replace staff:
Blur, because you can't defend.
Acid Touch to replace staff damage
Stop because the defenseless wizard doesn't engage anybody
etc.
So if this is true (and I'm beginning to agree that it is), then that is a failure of design. No spell should be so essential that you can't create a viable build without it. That's usually a good sign that something is over-balanced against the other available choices and your examples just seem to further reinforce my belief that I'm on the right track to pull the Staff spells into an alternative acquisition path.
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Old 12-12-2018, 09:04 PM   #48
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Default Re: New use for XP - Heroic Exploits

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On the other hand, I'm really not a fan of your changes to the Staff spells.
Which changes are you referring to? Is it the tweaks I made to the individual 'powers' or the whole concept of implementing them outside of the spell paradigm?
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Old 12-12-2018, 09:33 PM   #49
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All of the above.
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Old 12-13-2018, 11:24 AM   #50
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Default Re: New use for XP - Heroic Exploits

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All of the above.
Good thing I'm resilient then because "failure is the fog from which we glimpse triumph".
;)
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