
MGD1981 |
MGD1981 wrote:You have a point but yet it's not a big difference to me. The real advantage of AMPed version of these cantrips was the Heightening that still working good.I have an oscillating wave psychic, and this is super cool. The change to Frostbite means one cantrip is a spell attack and the other a fort save, adding nice versatility (complicated in a fun way by the OW mechanic), and the reach on ignition is sweet, as the 2d6 melee damage is now available for everyone casting normal ignition but only the psychic (well, or a magus with a reach weapon?) doesn't have to get super up close to take advantage of that.
But... amped ignition's damage remains 1d10 ranged and 1d12 melee (plus the 1 fire splash damage)... making the base damage for melee less than the unamped version. This feels like it might be an oversight? Feels strange that the melee damage roll would decrease. I know that 1d10 vs 2d4 (and even vs 1d4 + bonus as it was with produce flame) is potentially less damage, but it's also potentially more. With the melee version now, it's just straight less. So if you're doing it for the splash damage, not much incentive to get in close. Feel like the amped melee version should at least still be 2d6 damage (plus splash).
No, it's not a huge difference. You're right, it's not as big a deal when heightened. I just suspected it might be an oversight. And I also realized this morning that the language in the errata for Oscillating Wave amped Ignition says "When using amped produce flame as a melee attack" -- they clearly just copy-pasted from produce flame, which makes me wonder if that sentence was supposed to be something different (besides just the spell name).