Posted June 16, 2011
Before the new games for AiV, I wanted to make sure to open the current skill and spell balance for discussion. The Brigade's game vs. the AI went rather smoothly, but there were a few difficulties with balance for the 2nd matchup between the Blue Team and the Wanderers.
Therefore, I made some changes to spells and skills that I believe were necessary to achieve balance. The point of this thread is to get input from the 9 of you that have played on whether you think these adjustments work, or whether one or more skills are underpowered or overpowered still.
Based on your feedback, I will consider further changes. Since there can be disagreement between people anyway, I reserve the right to make the final judgment call and you're pretty much stuck with it since hey, I'm the DM here, and the DM has to make final decisions even if they are tough.
When leveling up, you will be able to re-assign any of these skills/spells, *IF THEY CHANGED*, because you shouldn't have to be stuck with a spell/skill you no longer like. If your spell/skill didn't change, you won't be able to re-assign it.
Here are the changes I made:
A few things in particular had been problematic. Though no one mentioned it, I felt that the Warrior skill "Seize" was overpowered. As it stood, it was virtually an 80% chance to make an enemy skip their turn (given 10% chance to dodge, block, etc.). I feel that's overdoing it, so Seize was tweaked to give you a 50% chance to make them skip their turn instead. Factoring in block/dodge/etc, that's still pretty darn good: it's about 40% chance after that stuff is included. I definitely want to avoid the hell that would come from someone stocking up on Seize and shutting another character down indefinitely.
Rage was a tad underpowered, I felt. So I replaced the 1d6 bonus with a guaranteed "5" bonus to attack. Given that most dice rolls of 6 come up below 5, this makes it a little more powerful.
Rush remained the same. Rush is, I believe, a well balanced skill that will help avoid deadlocks.
I increased Magic Missile's damage by 1, BUT, I put it's range down to 3. Having a range of 4 was just a tad crazy, I felt.
Duplicate potion was replaced with "Create Minor Potion", so now the character you target does not need to have a health potion in advance. Fexen made this suggestion and it made a lot of sense to me. More advanced spells up the ladder simply increase the HP of the healing rather than worrying about duplication or non-duplication.
Repel was probably the hardest. It was a big time broken product on a number of levels. For one thing, 3 spaces is A LOT. And I do mean A LOT. Additionally, since it had no range, you could just wait until someone was at a range of 3 or so and keep pegging them back indefinitely. To make it worse, the requirement that the character move only "north or south" was confusing. (What if their back is against the wall, i can't use it? What if they are 2 spaces away from the wall, can I only knock them back 2, etc.? Rules nightmare.)
Minor Restoration was also crazy, as WhiteElk noticed, you could just keep restocking Arc Lightning over and over again, dance around the board away from combat, and probably after awhile, kill everyone. Minor restoration was tweaked therefore to increase an additional use of a spell only by 1. To compensate for taking it down so much, it no longer requires you to skip your attack. This is, I think, still a very versatile spell in that it allows you to replenish whatever spell you need the most depending on the situation.
The thief skills were largely alright by me, and remain OK as far as I'm concerned. The only change I've made here is adding a range limit to Pilfer Potions (range of 1), while increasing it's chance of success to 50%.
Here are the current skills/spells with full details:
Level 1 Spells and Skills full list
For Blue Team/Wanderers who are about to hit level 3, please offer feedback in advance for the new skills and spells that open up for you at level 3. If you don't say it now, it will have to wait until the end of the deciding match, match 3 for you!!!!
Level 3 spells and skills list
Therefore, I made some changes to spells and skills that I believe were necessary to achieve balance. The point of this thread is to get input from the 9 of you that have played on whether you think these adjustments work, or whether one or more skills are underpowered or overpowered still.
Based on your feedback, I will consider further changes. Since there can be disagreement between people anyway, I reserve the right to make the final judgment call and you're pretty much stuck with it since hey, I'm the DM here, and the DM has to make final decisions even if they are tough.
When leveling up, you will be able to re-assign any of these skills/spells, *IF THEY CHANGED*, because you shouldn't have to be stuck with a spell/skill you no longer like. If your spell/skill didn't change, you won't be able to re-assign it.
Here are the changes I made:
A few things in particular had been problematic. Though no one mentioned it, I felt that the Warrior skill "Seize" was overpowered. As it stood, it was virtually an 80% chance to make an enemy skip their turn (given 10% chance to dodge, block, etc.). I feel that's overdoing it, so Seize was tweaked to give you a 50% chance to make them skip their turn instead. Factoring in block/dodge/etc, that's still pretty darn good: it's about 40% chance after that stuff is included. I definitely want to avoid the hell that would come from someone stocking up on Seize and shutting another character down indefinitely.
Rage was a tad underpowered, I felt. So I replaced the 1d6 bonus with a guaranteed "5" bonus to attack. Given that most dice rolls of 6 come up below 5, this makes it a little more powerful.
Rush remained the same. Rush is, I believe, a well balanced skill that will help avoid deadlocks.
I increased Magic Missile's damage by 1, BUT, I put it's range down to 3. Having a range of 4 was just a tad crazy, I felt.
Duplicate potion was replaced with "Create Minor Potion", so now the character you target does not need to have a health potion in advance. Fexen made this suggestion and it made a lot of sense to me. More advanced spells up the ladder simply increase the HP of the healing rather than worrying about duplication or non-duplication.
Repel was probably the hardest. It was a big time broken product on a number of levels. For one thing, 3 spaces is A LOT. And I do mean A LOT. Additionally, since it had no range, you could just wait until someone was at a range of 3 or so and keep pegging them back indefinitely. To make it worse, the requirement that the character move only "north or south" was confusing. (What if their back is against the wall, i can't use it? What if they are 2 spaces away from the wall, can I only knock them back 2, etc.? Rules nightmare.)
Minor Restoration was also crazy, as WhiteElk noticed, you could just keep restocking Arc Lightning over and over again, dance around the board away from combat, and probably after awhile, kill everyone. Minor restoration was tweaked therefore to increase an additional use of a spell only by 1. To compensate for taking it down so much, it no longer requires you to skip your attack. This is, I think, still a very versatile spell in that it allows you to replenish whatever spell you need the most depending on the situation.
The thief skills were largely alright by me, and remain OK as far as I'm concerned. The only change I've made here is adding a range limit to Pilfer Potions (range of 1), while increasing it's chance of success to 50%.
Here are the current skills/spells with full details:
Level 1 Spells and Skills full list
For Blue Team/Wanderers who are about to hit level 3, please offer feedback in advance for the new skills and spells that open up for you at level 3. If you don't say it now, it will have to wait until the end of the deciding match, match 3 for you!!!!
Level 3 spells and skills list