The sorcerer player character in my game has become very fond of Wrack. Currently, he has enough intensity to deal 1d8 with each shot from it. He also got access to the Enchant spell, so he has created a Staff of Wrack with boosted Range and Magnitude (total of 4 MP permanently invested in it, though with Pow 16 that isn't too bad for him). This is now his primary mode of attack in every fight, and it's actually overshadowing some of the other players a bit. No one's made a complaint yet, but I'd sort of like to address this now, rather than wait for it to become a point of contention later.
One rule we've been unclear about at my table is how many actions Wrack takes to fire a bolt of energy after the initial casting. If a character casts Wrack with only Range enhanced, that's 2 actions and 2 MP spent. Should he then be able to fire a Wrack bolt every action? Every two actions, because that's the spell's cast time? Once per round? My table settled on being able to fire a bolt as a single action, with no further limitations. I believe this is contributing strongly to my player's preference for Wrack over all other forms of attack.
Compare Wrack to firing a bow:
-Both can be Evaded
-Both have similar base damage (around 1d8, though Wrack scales up with skill)
-Wrack bypasses non-magical Armor
-Wrack cannot be parried with shields
-Wrack doesn't run out of ammunition
-Wrack has no load time (as I'm currently running it)
-Bows can benefit from Special Effects (Choose Location or Impale, especially)
-Bows can benefit from a high Damage Modifier
-Bows don't cost MP to use
-Wrack can be blocked by various anti-magic spells
From a game-balance perspective, I feel like the main things tipping the scales in Wrack's favor are the lack of load time and ignoring shields. Not being parry-able *should* be a benefit for Wrack, so if I try to make a nerf/balance adjustment at all, it's probably going to be to the rate of fire for Wrack. I've also started thinking that maybe I should just starting throwing in more foes that either use defensive magic to protect themselves from the party's spells, or that use equally powerful offensive magic against the party (though that adds significant risks of killing the party, which could be good or bad).
What do you folks think? How would you approach this kind of thing in your game?
[Last edited Feb 05, 2013 22:05:42]