![]() but not immediately, giving the wizard a reason to cast it in the first place. Rebalancing the spell to have an appropriate amount of hit points would enable fighters to chop their way through it. In PF, Wall of Force has hit points and hardness, enabling a fighter to cut their way through it, but with hardness of 30, cutting up the wall is only theoretical and can't be done in a timely manner during combat. There's no Wall of Force (yet) in D&DN (it's briefly mentioned in Disintegrate, but I couldn't find it in a search) but it has versions in 3.x and Pathfinder, which will probably be closest to how D&DN will handle it. Something that lets you protect allies (D&DN has such a "power" already) is also helpful. Fighters already have plenty to math fixes, especially in 3.x, and really don't need more numerical boosts.)įeats/powers/exploits/whatever you want to call them that give you bonuses to Perception (so you can find an invisible target) or give a melee fighter a one-off bonus against a flying enemy (perhaps a great leap, or the ability to throw a dagger really hard) would help a lot. (An active feat is something like Step Up that lets a fighter take a 5 foot step when someone steps away from them. WotC probably won't do it, but 4e-style powers (or Pathfinder-style "active feats") do wonders for the fighter. No amount of +damage is going to let them compete, as they're filling a different role. That's especially when it comes to interacting with wizards. I don't think fighters need a whole lot more power. I've never tried to houserule a game like that. Of course, you then need to provide at-will spells, because inevitably the wizard will run out, and pretty swiftly too. Spells would get more powerful with level, though. One way of dealing with quadratic wizards might be to not increase the number of spells per day. ![]() I'd rather have a weaker "Drowsy" spell but that is useful at all levels, with Sleep being a higher-level spell that targets only one creature. It has a Hit Dice cap, but that just means it's very powerful at low levels and useless at high levels. I'm personally not a fan of hard control spells at very low levels, like Sleep. On the other hand, it's not cool if high-level wizards can make themselves nearly invincible or take out an opponent with a single spell. I wouldn't play in a game where the wizard has to waste 3 rounds to get anything done. We recently added some playful visual effect to the combat screen, but did not perfectly set it up yet, as we are unsure if we will keep it in the final version.LFQW discussions need to include powering up low-level wizards in addition to weakening high-level wizards.What happens there, or is supposed to happen there, is still in development. The game may or may not collapse into itself after around 5-6 hours in ( which is near the endgame).HOWEVER, this specific feature will be removed in the final game, so please keep that in mind. As this is still considered a "test" version, you are able to use the save function wherever you please.Your feedback is much appreciated as it helps us to improve our project! We may not be able to implement all changes suggested to us ( mostly because hiring coders / programmers costs a lot of budget that unfortunately is not available at this point ) but if you find any bugs or glitches, we will do anything we can to fix those! We are proud to present to you an "early access version" of the game, free for download. ( at this point literally and figuratively )Īs you enter the cool dungeon's depths, your eyes behold a signpost, which spells ![]()
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