Jeff Martin wrote: As Incognito correctly pointed out 7 years ago, the MEC would come back to bite us in the behind. It has made Wizard Relic and Legendary design very difficult. I hate to do it, but I think it is time to nerf it.
So long as the old MEC is an ingredient for the Relic then most folks won't mind, and those who won't be making the Relic -- they can send it in for a free swap. The main issue as I see it (I could be wrong) is that we have a crazy matrix of all these different spell bonuses and extra spells possible that is compounded by the poorly designed MEC token.
So...let's start over from scratch and design all 3 tokens (MEC, Relic and Legendary) so that they all work together to give the Wizards some fun capabilities. I see Wizards as glass cannons. I want them to do the best damage in the game, but I want them to die the most of all the classes because of their weak AC and hp. With great damage comes the big drawback of you will probably die if you aren't careful or lucky.
So...give me your thoughts on how we can redo the MEC to coordinate with the Relic and Legendary (and all the crazy Cabal/Spell Storing/ etc. powers out there.
I appreciate your patience with me. I painted us into a design corner, and now we gotta break down a wall (nerfing MEC) to get to a good place. If it helps, I am open to redesigning the Wizards cards next week to increase spell damage there. It would be better to fix the game on the cards rather than with tokens. Let's assume spell damage is roughly doubled moving forward.
My idea:
MEC = May cast 1st-2nd level spell as a free action but no another offensive action for combat
Relic = May cast spell as a free action (1/room) & Skill Check adds +12 pts (not +6) to spell
Legendary = As Relic & SC adds +18 pts (not +6) to spell & Retributive Strike
Retributive Strike = may break any Rare Wand to cause a massive out-powering of magical energy. All monsters in the room take 100 pts of Force damage. The Wizard takes this same damage unless she rolls an 6-20 on a d20.
I like your ideas on this. Even though I often play wizard, I agree with changing MEC - too many players and GMs don't understand it well enough as is. Although it was an investment to get, like the lenses of divine sight, I get the idea.
MEC - I assume by no offensive action, you mean other than casting another spell? Otherwise, I don't see this commonly being used.
I LOVE that you are keeping the skill checks as part of the calculus on damage. I recommend change the skill checks every year or two to keep it fresh. Right now, you do more damage skipping the skill check just to make combat go faster.
Free action casting but only 1/room means the cabal set and ring of spell storing still have value. It would also compete with using scrolls through sage speed lenses but I think that is ok - it's just a build choice. At only once per room, this won't get in the way of other free actions (most likely)
Are the free action cast spells fully modified? That makes a big difference in damage.
On the retributive strike, several thoughts:
1. Wand type should impact damage. A common wand doing the same as a rare doesn't make much sense. Perhaps something like 10 times the damage from the wand that it would normally deal?
2. We should take a page form old D&D and have it be a 50/50 chance. 50% of the time you get hit, 50% of the time you don't.
3. It should be area effect damage rather than just to one creature.
4. The damage should be eldritch so it cannot be resisted and have language that prevents cloak of shadowskin, paladin abilities, etc munchkinisms from keeping the damage from happening.
5. Language around how it interacts with the amulet of the mystic mouth would need to be clear. The amulet lets you pull out and use a wand as a free action. Retributive strike shouldn't be considered "using a wand" in the same context.
The retributive strike idea could also allow the a token the following year as a 3 or 4 point relic wand that does even more damage but is likely to be used in a retributive strike.
One other thought, with all the extra casting, perhaps the legendary could give an ability to restore a certain number of spell slots if all of them are used. I could see going through 4-6 spells per room and running out in the third combat.
Fred