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Switch to Forum Live View 414: New Planescape themes
9 months ago  ::  Aug 29, 2012 - 2:00PM #51
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926
Given the lack of mechanical "oomph" to the power, I would assume that the existance of an Attack line is the mistake, and it should simply be an applied effect, until errata'd otherwise.

YMMV with any given DM.
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9 months ago  ::  Aug 29, 2012 - 2:00PM #52
Mand12
Date Joined: Jun 17, 2010
Posts: 16,943

Aug 29, 2012 -- 1:59PM, DnD_Player829 wrote:

if it has an effect line, then shouldn't the effect work hit or miss?



Yup.  Which makes the whole "attack roll" part pretty meaningless.

D&D Next = D&D:  Quantum Edition
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9 months ago  ::  Aug 29, 2012 - 3:27PM #53
Firebug2006
Date Joined: Dec 2, 2006
Posts: 636
Except if the intention was to allow it to trigger certain 'on hit' effects.  Beguiling Enchantment comes to mind, as does Glasya's Charming Words.   

I would prefer that it was a close burst 5, 1 target power though because then it would be useful for melee type characters.  
The image of a fighter getting right up in a spell caster's face, using Babble and provoking just doesn't seem correct.  But the fighter would mark them, so meh.
Ours is a world where people don't know what they want, and are willing to go through hell to get it. -Don Marquis
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9 months ago  ::  Aug 29, 2012 - 3:59PM #54
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926
Could also tack a prone onto a slow/immobilize with World Serpant's Grasp.

This would actually be a really good theme for my enchanter, if the fluff wasn't the exact opposite of my character.
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9 months ago  ::  Aug 29, 2012 - 7:25PM #55
RenZhe
Date Joined: Apr 3, 2011
Posts: 972

Aug 29, 2012 -- 7:06AM, mellored wrote:


Cipher:

lvl 1: Good for slower PC's to get into position.
lvl 5: normal
lvl 10: Useless to most PC's, but for those who generate action points (avenging spirit, battlefield archer), there's not many way's to spend the excess before warmaster 30.

2: While a free save againt end of next turn effects is good.  It's a reaction, thus can't be used on daze/dominate/stun.  It also might not be useful for several battles.
6: Minor benifit, but it's somewhat easy to maintain.
10: Font of life for an encounter.




lvl 1: Nova-strikers everywhere jump for joy at a terrific new way to action economy.

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9 months ago  ::  Aug 29, 2012 - 7:37PM #56
ohgoditburns
Date Joined: Jun 5, 2009
Posts: 533
The cipher feature is also instant win against encounter-start killboxes.
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9 months ago  ::  Aug 29, 2012 - 11:05PM #57
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299

Aug 29, 2012 -- 7:25PM, RenZhe wrote:

Aug 29, 2012 -- 7:06AM, mellored wrote:


Cipher:

lvl 1: Good for slower PC's to get into position.
lvl 5: normal
lvl 10: Useless to most PC's, but for those who generate action points (avenging spirit, battlefield archer), there's not many way's to spend the excess before warmaster 30.

2: While a free save againt end of next turn effects is good.  It's a reaction, thus can't be used on daze/dominate/stun.  It also might not be useful for several battles.
6: Minor benifit, but it's somewhat easy to maintain.
10: Font of life for an encounter.




lvl 1: Nova-strikers everywhere jump for joy at a terrific new way to action economy.




No nova striker is gonna give up a reroll from Ironwrought, a minor action attack from Sohei, or the d10 from the Lycans. Let's not get crazy here.

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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9 months ago  ::  Aug 29, 2012 - 11:17PM #58
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,968
I think the point is that the movement lets you drop two minors on t1.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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9 months ago  ::  Aug 30, 2012 - 1:30AM #59
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299
My point is that, outside of a vacuum, dropping two minors on Round 1 is...actually not as good as adding, say 8d10 to your full sequence. And in some cases you want to use a move action anyways, such as when popping Five Stars Five Strikes.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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9 months ago  ::  Aug 30, 2012 - 5:47AM #60
mellored
Date Joined: Jul 8, 2008
Posts: 19,459

Aug 29, 2012 -- 7:25PM, RenZhe wrote:

Aug 29, 2012 -- 7:06AM, mellored wrote:


Cipher:

lvl 1: Good for slower PC's to get into position.
lvl 5: normal
lvl 10: Useless to most PC's, but for those who generate action points (avenging spirit, battlefield archer), there's not many way's to spend the excess before warmaster 30.

2: While a free save againt end of next turn effects is good.  It's a reaction, thus can't be used on daze/dominate/stun.  It also might not be useful for several battles.
6: Minor benifit, but it's somewhat easy to maintain.
10: Font of life for an encounter.


lvl 1: Nova-strikers everywhere jump for joy at a terrific new way to action economy.


Don't nova-strikers usually go first?

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my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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