
Oscar Mild |

Psyren wrote:I think SKR's revision on page 8 is perfect. Makes the ability worth something at higher levels without requiring 20 rolls.Try running it in an encounter before you say that. It's really nothing worth mentioning at all.
Well, most agree that Weird Words is unbalanced, at least as most have been interpreting it. It's too cheap for its effect and it's way, way too powerful as a replacement for "Suggestion" (a mediocre power at best). In addition the mechanics of multiple attacks and multiple saves is about the stupidest spell design I have ever seen.
Sean K Reynolds seems to agree, but I find his fix a bit too restrictive on the Bard. He limits the targeting and increases the cost. He eliminated the save, but his suggestion still seems too limiting to me. I do like him adding the scaled damage so the ability continues to have utility at higher levels.
Here is my suggested fix which I plan to impose on games I run unless someone talks me out of it.
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with up to 1 potent word per bard level (maximum 10) at targets within 30 feet. Note: "Up to" means you can choose to fire fewer than the maximum number. Each individual weird word expends 1 round of bardic performance.
These are ranged touch attacks. The Bard makes one attack roll which applies to all targets. There is no save.
Each weird word deals damage equal to the bard’s Charisma bonus plus d8 per weird word aimed at that target. The Charisma bonus damage is only added once per target no matter how many words are directed at the target. The Words count as magical weapons and the bard chooses whether the damage is treated as bludgeoning, piercing, or slashing. The bard may designate the type of damage differently for each target. DR applies.
At 10th, 14th, and 18th level, the damage increases by 1d8 per word.
This performance replaces suggestion.