D&D 4th Edition "Enter the Crucible" L10 Endurance Utility - Resist 10 all for Encounter




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  1. #1
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    "Enter the Crucible" L10 Endurance Utility - Resist 10 all for Encounter

    Does this Utility ruin the game, end of story.
    What party wont have everyone make sure they have Endurance and take up 10 Resistance to all damage for an entire fight.
    Usually the big ones of course.

    Too broken ??

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    It is good, but it is a daily, and it costs a surge.

    I would say it is pretty strong.

    Gamebreaking? Not really.

  3. #3
    I agree with Dice4Hire. It's not really game-breaking.

    It's not a given that everyone will select it, given that many have excellent choices for a level 10 utility power (the warlock has an at-will teleport), and that many are not trained in Endurance. Further, feats are one of the rarest of character-building resources in most games, and many characters may not have one to spare to take an extra skill power. I will say this: it is a perfect power for a defender that doesn't have any other resist (many will). Other roles should probably invest in something else.

    Resist 10 does not break an encounter. By mid-paragon, there should be quite a few encounters in which a character will have resist 10 to a frequently used damage type. Devas (resist necrotic and radiant) and tieflings (resist fire) come to mind. And many items grant resistance to a form of damage. Same for monsters.

    It may make one encounter a day easier at early paragon. It may even "resolve" one or two encounters. But, after a few levels, it will have dramatically less impact.

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    Ignore (Psi)SeveredHead
    Quote Originally Posted by Istar View Post
    Does this Utility ruin the game, end of story.
    What party wont have everyone make sure they have Endurance and take up 10 Resistance to all damage for an entire fight.
    Usually the big ones of course.

    Too broken ??
    Yes, it's broken. 4e has too much bloat. If WotC published products at a more reasonable rate, we wouldn't see so many unbalanced powers. This is precisely why I limit what powers and so forth I allow into my game. I wouldn't want to be surprised by having this power appear in a game and a player argue that it's "legal".

    This power nerfs minions, damage auras, ongoing damage (and the relatively low-damage attacks that go with them)... and Dispel Magic has been nerfed to the point that it would have no effect on this power on the grounds that ridiculous buffs weren't supposed to be in the game in the first place.

    What source is this from?
    If your D20 Modern PCs don't fear guns, use a bigger battlefield! Smaller battlefields are melee friendly. Cool battlefields in the Forest and Woodlands section of http://www.angelfire.com/rpg2/dungeonsunlimited/
    You cannot spend more power points on a psionic power than your manifester level. The metacap is there for balance reasons.
    XPH errata: You can only use a mindfeeder once per day.
    Random map generator by TogaMario: http://www.enworld.org/showthread.ph...24#post2379924
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  5. #5
    That's a pretty dramatic condemnation. And you give the impression that you have not read the power.
    Quote Originally Posted by (Psi)SeveredHead View Post
    What source is this from?
    Enter the Crucible
    Minor Action Personal
    Requirement: You must have at least one healing surge remaining.
    Effect: You lose a healing surge. Until the end of the encounter, you cannot be weakened, and you gain resist 10 to all damage.

    Published in Into the Unknown: The Dungeon Survival Handbook, page(s) 71.

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    Ignore (Psi)SeveredHead
    Quote Originally Posted by Ferghis View Post
    That's a pretty dramatic condemnation. And you give the impression that you have not read the power.
    However, I've dealt with Moment of Glory, which is the same thing but less resist damage and could be broken by denying a minor action somehow (eg daze) rather than just being on for the whole encounter.

    I stand by my comment.
    If your D20 Modern PCs don't fear guns, use a bigger battlefield! Smaller battlefields are melee friendly. Cool battlefields in the Forest and Woodlands section of http://www.angelfire.com/rpg2/dungeonsunlimited/
    You cannot spend more power points on a psionic power than your manifester level. The metacap is there for balance reasons.
    XPH errata: You can only use a mindfeeder once per day.
    Random map generator by TogaMario: http://www.enworld.org/showthread.ph...24#post2379924
    D20 Modern/DnD/T20 NPC wiki: http://d20npcs.wikicities.com/wiki/Main_Page

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    Quote Originally Posted by (Psi)SeveredHead View Post
    However, I've dealt with Moment of Glory, which is the same thing but less resist damage and could be broken by denying a minor action somehow (eg daze) rather than just being on for the whole encounter.

    I stand by my comment.
    I would regard it as broken for my game, and would not allow it, for the same reasons given by Psi; the same reasons why I don't allow Moment of Glory.

    Most of the GMs I know only allow limited sources, typically PHB I, PHB II, and Essentials; and Moment of Glory - which came out well before the MM3 monster damage upgrade - was a major factor in my losing trust in WoTC and limiting sources. It ruined a dragon fight, turning it into a slog that left a whole table bored.

    BTW the encounter-long Resist 5 of Moment of Glory would seem to be about right for a Paragon Tier power, since Paragon auras typically do 10+ dmg, at least IMC. MoG was a 1st level power, though. As Resist 5-all, Enter the Crucible would look about right to me given the prereq and cost.
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  8. #8
    Quote Originally Posted by (Psi)SeveredHead View Post
    This power nerfs minions, damage auras, ongoing damage (and the relatively low-damage attacks that go with them)...
    Quote Originally Posted by S'mon View Post
    I would regard it as broken for my game, and would not allow it, for the same reasons given by Psi; the same reasons why I don't allow Moment of Glory.
    Moment of Glory provides all characters with resistance. This power grants ONE character resistance as a daily power.

    For the sake of comparison, at level 11, thri-keen can gain resist 2 all with a feat while bloodied (from Dark Sun). Warding elemental, again available at level 11, give resistance 5 all, to all allies within 2 (again from Dark Sun). Shifters can gain resist 2 all while regenerating at level 11 (PHB2).

    I really don't think one character gaining resist 10 for one encounter a day will make the game unfun. But your mileage might vary.

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    Quote Originally Posted by (Psi)SeveredHead View Post
    Yes, it's broken. 4e has too much bloat. If WotC published products at a more reasonable rate, we wouldn't see so many unbalanced powers. This is precisely why I limit what powers and so forth I allow into my game. I wouldn't want to be surprised by having this power appear in a game and a player argue that it's "legal".

    This power nerfs minions, damage auras, ongoing damage (and the relatively low-damage attacks that go with them)... and Dispel Magic has been nerfed to the point that it would have no effect on this power on the grounds that ridiculous buffs weren't supposed to be in the game in the first place.

    What source is this from?
    The point is that this is resist 10, on everything, not just resist 10 on a damage type.

    You can MC into something else, and pick up the skill that way.

    My Rogue had this, in the final Heroic battle, at level 10.
    He had 2 ongoing 10 damages, an ongoing weakness, and just shrugged him off.
    Meant he could keep in the front line the whole time, and even called out the main baddie.
    If he hadnt had this, he would have been crying to the cleric in the first 2 rounds.

    The Fighter by chance had also picked it up.
    He was having a real fine time with it, but activated it a round behind me which hit him hard.

    Many powers give you resist 5, but resist 10 is a massive step up.
    Combine with Weakness on the enemy and some THP, and any enemies damage hardly touched the side.

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    If I was DM, I probably would have targeted the PC's that did not have the resist 10 until they were out of the game.
    That would have balanced up the fight.

    In the end, the enemy just did not have enough oomph in their attacks to harm us.
    The had a strong start and almost got us and the cleric.

    But we regrouped and it did become a bit boring, and in the end the DM gave up, I think the was a bit depressed.

    Anyone got any ideas for the DM ??

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