Gilwing said:
Duke Frost said:
You are implying teamwork.
With every rule and change you have to take into account how would a team work with this...or as I and NJ liked to call it "is it BF proof"
I was being sarcastic to Jesse H, because he deserves it.
My original point was that when using a wand you can't have anything else in your hands and have no chance of blocking. With rocks you can still block and throw rocks. Rocks were also devaluing archery immensely, as throwing rocks had no production cost and little build cost. Fighters are certainly not underpowered. If you liked rocks so much, go buy ten throwing daggers. Nothing has changed except the need for some purple tags. The other alternative was to tag rocks, which just seemed kind of silly.
A lot of wand shots are going to miss because the caster can't run up to the creature and block at the same time. It's a staple of many casters and more templars. But to use a wand, you have to put away all your other weapons.
As for the pyramid vs column thing, the skill needs to be relatively balanced for low, mid and high level characters. At 10th level or so you can have a 4 column and throw 5s 36 times a day. At mid 20s, you can have a 9 column and throw 10s 81 times a day. That seems like a good amount to me for either level. Most monsters take double damage from one element or another, so if you are smart you can pretty much be throwing 10s a decent percent of the time. Strategy can be fun. Tenth level is at most 2 years at almost any campaign of pretty regular play. It may seem like a long time, but it's really not.
As for pyramid vs column, I personally can't see giving up a prison spell for a bunch of lower level spells. But everyone's character is their own to build as they wish.
Scott