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A couple abilities in Martial Power seem WAY too good...
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<blockquote data-quote="0-hr" data-source="post: 4677380" data-attributes="member: 4734"><p>I've been playing a Battlerager for a few sessions now and the record keeping doesn't work like that. I track hit points and temp hit points (my CON is 18) like this:</p><p></p><p>- If I get hit in melee or close, I take damage and then set my temp hit points to 4 if it is lower than 4.</p><p></p><p>- If I make an Invigorating Attack, then I increase my temp hit points by 4.</p><p></p><p></p><p>That's all there is too it. It's just one pool of temp hit points. That stacking vs non stacking only comes into play when you gain them. After that, there is no reason to track where they came from. I've even found that I rarely have to erase my temp hit points when I get hit because I'm often at 4 temp and get hit for more than that. The result is that I lose the 4 temp, take the remainder, and then reset temp to 4. Then the next critter (and the next) do the same thing. No need to even erase that 4 in the temp hit point column <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Also, if I weren't a battlerager-type fighter, I would have a higher Strength (because I would not need the super CON) and I would be using a sword rather than an axe. So, in reality, we're looking at a difference of 3 to hit, not just one. I'd also be wearing armor better than chain, and would have chosen powers that are better than then invigorating ones. It's not just a matter of choosing battlerage vigor instead of the +1 to hit with a weapon - it's a completely different build strategy, making the cost higher than just at single bonus to hit.</p></blockquote><p></p>
[QUOTE="0-hr, post: 4677380, member: 4734"] I've been playing a Battlerager for a few sessions now and the record keeping doesn't work like that. I track hit points and temp hit points (my CON is 18) like this: - If I get hit in melee or close, I take damage and then set my temp hit points to 4 if it is lower than 4. - If I make an Invigorating Attack, then I increase my temp hit points by 4. That's all there is too it. It's just one pool of temp hit points. That stacking vs non stacking only comes into play when you gain them. After that, there is no reason to track where they came from. I've even found that I rarely have to erase my temp hit points when I get hit because I'm often at 4 temp and get hit for more than that. The result is that I lose the 4 temp, take the remainder, and then reset temp to 4. Then the next critter (and the next) do the same thing. No need to even erase that 4 in the temp hit point column :) Also, if I weren't a battlerager-type fighter, I would have a higher Strength (because I would not need the super CON) and I would be using a sword rather than an axe. So, in reality, we're looking at a difference of 3 to hit, not just one. I'd also be wearing armor better than chain, and would have chosen powers that are better than then invigorating ones. It's not just a matter of choosing battlerage vigor instead of the +1 to hit with a weapon - it's a completely different build strategy, making the cost higher than just at single bonus to hit. [/QUOTE]
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A couple abilities in Martial Power seem WAY too good...
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