Making Call Lightning more useful.
Tresset
Member, Moderator Posts: 8,268
I am thinking of modding Call Lightning to remove the 'outdoors only' flag so that it can be used anywhere. I think this would be an awesome boon to poor druids and the less useful spellbook they have. The problem is that I am worried that removing this restriction will make the spell too powerful. Compared to Flame Strike it would be doing 2d8 more points of damage AND hitting multiple times. How would I re-balance the spell to accommodate this change? I was thinking of one of the following options:
2d6 + 1d6/level damage
1d6/level damage
2d8 + 1d4/level damage
Should I use one of those options? Does anyone have any other suggestions?
2d6 + 1d6/level damage
1d6/level damage
2d8 + 1d4/level damage
Should I use one of those options? Does anyone have any other suggestions?
0
Comments
@Flashburn I thought of that, but NWN style works completely differently. In NWN it is basically a party friendly Fireball that does electric damage. I want to keep its single target and repeating hit effect so I think a higher cap is called for to make it balanced.
I know I asked for help here, but I decided to forge ahead on my own anyway because I was in the mood to do some Weidu. I decided to take the path of least resistance and just lower all the dice to d6. So the spell will do 2d6+1d6/level. I also discovered that the spell caps out at level 18 and not at level 20 (doing a maximum of 2d8+18d8 damage). I will keep this behavior in my mod, but I just thought it an interesting thing to mention.
I know that a lighting from the sky has no sense if not outdoor, but this is the behavior of all the other spells that are supposed to happen/come from sky. Not only flamestrike, let's think of comet and meteor swarm, a comet that hits in the lower level of WK should collapse and destroy the whole fortress and in underdark would probably destroy a wide area of the above region and cause an earthquake in the point where you target it, not fire damage.
I actually like how the spell is implemented in the vanilla game, druids take their powers from wild nature and indoor i find logical that their power is reduced, they are somehow shielded from direct contact with nature, outdoors even in a city they are more close to their source of power, as the FR cities are not as large and artificial as our metropolis. And this is referred to my own way to RP a druid, I still think that your idea is good, and probably I'll give it a try, but the nerfed version is fine for it.
But instead you can let choose everybody making 2 choices when your tweaks are installed, nerfed damage and not nerfed. Because the full damage version can be useful for who wants to solo a druid and can be a reason to try the class for those who fail to see its true power, there will be more druid charnames than now.