![]() ![]() Secondary - Str v AC to each Enemy Adjacent to first Target and within Reach - 1|W| + Str, with the same effect with an Axe as above. Giant’s Wake (Encounter, Standard, Melee, One Creature, Str v AC) - 2|W| + Str, make a secondary Attack, also, if you’re wielding an Axe, add Con to your damage. There’s no language about ‘use -2 or -Dex, whichever is more impactful’, so could this be worse if you are a low Dex Fighter with a Flail, which sounds admittedly unlikely? ![]() I think this is a Blind Guardian song, right? Cool in any case.Ĭhains of Sorrow (Encounter, Standard, Melee, One Creature, Str v AC) - 3|W| + Str and Target takes a -2 Penalty to all Defenses, or with a flail, the Target is Penalty is your Dex instead. Here goes.Īnvil of Doom (Encounter, Standard, Melee, One Creature, Str v AC) - 2|W| + Str and Target is Dazed UEYNT, or with a hammer or mace, the Target is Stunned instead of Dazed. Okay, it's the morning time, and I can sneak in the rest of the spread before launching into the major work. Something really weird is happening if you can go through an encounter without using it. Unbreakable at level 6 was popular though. Normally for defender utilities, players tend to like powers that remove conditions from the character as opposed to adding them though. Maybe people just took Into the Fray it's not necessarily all that special, but there are often situations where you'll come up just short of movement so having a bit more as a minor can be nice. Maybe by the time we got to level 10 in our first campaign, Martial Power was already out. TBH, I don't remember what level 10 Us, people liked. It'd probably be too much everything defaulted to per die though. They probably could have made some of those bonuses count per W and not blown the balance apart (the trick is finding the appropriate way to divide up what gets the extra versus what doesn't in a way that makes it easy to execute). A lot of a character's damage is coming from stat bonus, weapon bonus, misc damage adding feats, features, etc. Yeah, Ws or pure damage powers without effective riders/conditions are pretty consistently overvalued IMO. It was pretty awful when we fought Frost Giants who could ignore the pull - most of our usual tactics for that party pretty much just stopped working since they all assumed a solid chunk of the opponents would get pulled in. Powers like Rain of Steel or Thicket of Blades, which we've just seen. And forcing the enemies to cluster makes other aoe powers pay off much more. It's harder for enemies to leak past the front liner it can simply a messy situation. Having mass marking and the ability to effect positioning in a pretty big area can just make everything else so much easier. It's still a class/role defining power that characters need a compelling reason not to take IME. I'd say the clean up is actually more significant than the nerf. The revised power cleans up some weirdness in terms of compelled shifts versus the more standard rules for forced movement. It does less damage, but hits more often by going against Will (in most cases). So it basically works the same in concept, but it's possible to not get sucked in. I'll try to tuck the remainder into a small update later (maybe tomorrow), and I look forward to the feedback! Still, I'm legally obligated to feed the teenager, so I've got to do it. If you’re using a Shield, it’s +2 instead and applies to Reflex as well.Īnother ‘take something the Fighter should be good at it, and make it even better’ Exploit, but a fun one.Īck! It's dinnertime, but I'm not quite done with the spread. Stalwart Guard (Daily, Minor, Close Burst 1, Each Ally in Burst) - The Targets get a +1 Shield Bonus to AC UEE. Unbreakable (Encounter, Immediate Reaction, Personal) - You take no Damage from the Attack, but are Stunned and have -2 to all Defenses UEYNT. ![]() Being able to pick for the situation is a win in my book. This also could have been a Class Feature, but then would likely be a one-time choice. That it has to be an exploit seems a weakness of 4e’s approach, which is all the more unusual, because there are so few of this type.ĭefensive Training (Daily, Minor, Personal) - Gain a +2 Power Bonus to either Fortitude, Reflex, or Will. The award-winning 5e writer/designer in me says ‘you need to make this a Reaction with a requirement to take a Long Rest before using it again’, but I don’t think that’s strictly true. Time to try to do the next spread, if I can get the whole thing done before dinner.īattle Awareness (Daily, -, Personal) - You gain a +10 Bonus to Initiative.
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