Mage Hand cannot attack – the spell specifically calls that out, so WHY did you give it an attack? Mage Hand is not concentration, and the most it can carry is 10lb, so it can't realistically shove anyone. This does allow you to dismiss light on an existing object, in a round-about sort of way.) (*Edited: Light has been updated so that now you can only have Light on one thing at a time. Yes it'll take another action to do, but it's straight forward and saves you having to put another button somewhere. The best fix for this is simple have casting light on an object with the light status simply remove the light status again. The one flaw is that you cannot dismiss the light in any way. You can do everything you might want to with it, including casting it on an object and putting that object in your pack to hide the light until you take it out. It's neat and well handled for the most part. (*Fixed: Surface spawn removed and d10 damage die restored*) Take that away, and give it BACK its d10 damage die. Fire Bolt should not create a surface at all. I've found frequently that the most effective way for my casters to take their turns in fights is to simply ignore all of their other spell options, and just spam fire bolt this is not good. if we have a cantrip that deals damage guaranteed, even when you miss or critical miss, then it drastically weakens all other levelled spells by comparison. This is absolute anathema to the way spells are designed and balanced. I'd also like a few different colours.įire Bolt: Fire bolt, due to its surface creation, is a guaranteed damage cantrip right now. I'd very much like to be able to target it on four points within range, rather than one, as that would help it line up with the written spell better. Thumbs up from me for this one.ĭancing Lights: The ability to control and move the lights is much more limited in the game's translation, but it is acceptable. Though the original spells specifically calls out targeting a creature, or two creatures, this one should benefit from being able to be targeted at a ground spot, as long as there's at least one target in its radius.īlade Ward: The extra turn of duration is a positive boost to this otherwise difficult to use cantrip. (*Fixed*) This spell's explode radius should be reduced to 3ft this brings it into line with the written spell, and would still allow you to catch two targets with it. It creates a surface as well, but I'll write a section on that later it's been heavily discussed by many already. It would be background thing though, I imagine, so unless our camp gets a lot more atmospheric, probably also not worth the investment.Īcid Splash: The explode radius of the game's interpretation of this spell means that it can easily hit up to 4 targets, rather than the original 2. Presti might be nice to have little camp scene niceties be improved as long as someone in camp has access to the cantrip – easy fire lighting, better food, easy cleaning, etc. I'd like to see it, but I won't complain about its lack. Message could be given a situational role since it's inaudible to anyone else, it can function as a form of private communication, and it could potentially also be used to initiate dialogue with a character from long range, such as talking to prisoners you're not supposed to visit, or other similar situations. I'd like it if we could have Mending to repair objects that get broken or shattered, but failing that perhaps it could restore a damaged object to full hp instead. Mending, Message and Prestidigitation are missing from Wizard cantrips, however, as much as they're fun and almost indispensable cantrips for many players in actual 5e RP, it's understandable why they don't make the cut for a video game. There is cross-over between this, and the issue of status effects and their implementation, but this feedback will focus on spells. This feedback is focused on the current interpretation and implementation of spells and spell effects, partially along with what we've been told to expect regarding some of these in the future.
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