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<blockquote data-quote="Keenath" data-source="post: 4361050" data-attributes="member: 59792"><p>Eghhh... I wouldn't. I mean, there's a certain point in that PC crits and monster crits are kind of different (because PCs usually have lots of adders on a crit, like magic weapons and the high-crit weapon property, while monsters don't), but on the other hand, it's not very long before monsters are rolling three and four dice on their attack. This power lets you cancel some special abilities that trigger on a crit, and with even two dice, the chances of them rolling maximum are very small. (Remember, rolling two 10s on 2d10 is a 1% chance!)</p><p></p><p>This is just one of those abilities that gets exponentially better as you level up, and works best against the strongest enemies. I just don't think it's weak enough to justify as major a power boost as you're proposing.</p><p></p><p>That said -- I could totally see it granting Resist 5 against that one attack in addition to negating the crit. -5 damage is a lot more reasonable than half.</p><p>Um... why? The power seems fine to me. It's a shift that also shifts a friend. It doesn't seem unbalanced to me...</p><p> </p><p>Why? What do you have against a free move action?</p><p> </p><p>Ahh... NO. That makes it better than virtually any other enounter-based defensive power in the game, including Shield. You <em>should </em>be better at buffs than the Fighter, but your proposal is strictly better than the level 16 Interposing Shield power, and you can easily get it at 1st level.</p><p> </p><p>I'm not totally against it simply because it replaces the moderately-useful Immobilize with the awesome Stun. But yeah, this seems like more of a bone thrown to the Paladin who wants to be able to turn undead and not so much intended as a Cleric power. It's too bad; I kind of liked the one from the playtest that let the user deal extra radiant damage as a free action against one target they just dealt radiant damage to.</p><p> </p><p>Now here we agree. It's just too rare to roll a 20 on a save. I'd probably make it just work whenever you save against a condition; at least that's likely to come up every couple of battles. (A lot of condition effects are one round rather than save-ends, which means you can't even use this power with them... and you may well have conditions that don't even work on the current enemies, like ongoing fire versus fire creatures, or poison versus undead.)</p><p></p><p>Something that works when you roll a crit probably shows up once per 2-3 battles (once per 20 attack rolls), which isn't awful if it's a daily, but is kind of lame for an encounter power. Assuming you spend half your turns under a save-ends effect, something that works when you roll 20 on a save comes up like once per <em>4 battles</em>, which awful for an encounter power -- and that's me being generous with the rounds-under-a-condition, which is probably going to be much less than 5 rounds per battle.</p></blockquote><p></p>
[QUOTE="Keenath, post: 4361050, member: 59792"] Eghhh... I wouldn't. I mean, there's a certain point in that PC crits and monster crits are kind of different (because PCs usually have lots of adders on a crit, like magic weapons and the high-crit weapon property, while monsters don't), but on the other hand, it's not very long before monsters are rolling three and four dice on their attack. This power lets you cancel some special abilities that trigger on a crit, and with even two dice, the chances of them rolling maximum are very small. (Remember, rolling two 10s on 2d10 is a 1% chance!) This is just one of those abilities that gets exponentially better as you level up, and works best against the strongest enemies. I just don't think it's weak enough to justify as major a power boost as you're proposing. That said -- I could totally see it granting Resist 5 against that one attack in addition to negating the crit. -5 damage is a lot more reasonable than half. Um... why? The power seems fine to me. It's a shift that also shifts a friend. It doesn't seem unbalanced to me... Why? What do you have against a free move action? Ahh... NO. That makes it better than virtually any other enounter-based defensive power in the game, including Shield. You [I]should [/I]be better at buffs than the Fighter, but your proposal is strictly better than the level 16 Interposing Shield power, and you can easily get it at 1st level. I'm not totally against it simply because it replaces the moderately-useful Immobilize with the awesome Stun. But yeah, this seems like more of a bone thrown to the Paladin who wants to be able to turn undead and not so much intended as a Cleric power. It's too bad; I kind of liked the one from the playtest that let the user deal extra radiant damage as a free action against one target they just dealt radiant damage to. Now here we agree. It's just too rare to roll a 20 on a save. I'd probably make it just work whenever you save against a condition; at least that's likely to come up every couple of battles. (A lot of condition effects are one round rather than save-ends, which means you can't even use this power with them... and you may well have conditions that don't even work on the current enemies, like ongoing fire versus fire creatures, or poison versus undead.) Something that works when you roll a crit probably shows up once per 2-3 battles (once per 20 attack rolls), which isn't awful if it's a daily, but is kind of lame for an encounter power. Assuming you spend half your turns under a save-ends effect, something that works when you roll 20 on a save comes up like once per [I]4 battles[/I], which awful for an encounter power -- and that's me being generous with the rounds-under-a-condition, which is probably going to be much less than 5 rounds per battle. [/QUOTE]
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