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"Enter the Crucible" L10 Endurance Utility - Resist 10 all for Encounter
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6015410" data-attributes="member: 1165"><p>That's still enough to render that character incredibly tough (math-breakingly). At-will attacks are doing less than half damage typically (typically 18 at 10th-level, you're only taking 8), and it's worse if there's ongoing damage involved (since this is usually affecting two low damage rolls twice; flat ongoing 30-type attacks are incredibly rare, probably due to the saving throw system making that too swingy).</p><p></p><p>Paragon auras typically deal 10 damage, which this completely blocks. A 10th-level minion is supposed to do 9 damage according to the guidelines, but they typically do a little more; still, blocking more than 75% of the damage that a minion does is more than a little problematic.</p><p></p><p>Monsters that have retaliatory auto-damage (think the tiefling racial power or the paladin's varying punishment abilities) will see their special powers laughed off.</p><p></p><p>Certain monsters use multiple weaker attacks rather than a single strong attack (the tembo is a good example, it can get four relatively weak attacks in a round not counting its aura).</p><p></p><p>This power by itself would seriously limit what you can use in an encounter. No ongoing damage, no traps (since those are usually at-will only), no dangerous terrain that deals damage (drowning in silt is fine though, if you're aiming for the restraining condition and not drowning "damage"...), no tembos, no monsters that have a minor action and standard action that team up to equal standard damage, no paladin-type opponents...</p><p></p><p>Or alternatively, it limits what sort of encounters DMs can use until that power is used. I don't want to save all my paladin-type monsters with auras and ongoing damage attacks until the final encounter of the day (if the day ends up that way), and it'll be worse if the PC saves that power until the end of the day.</p><p></p><p></p><p></p><p>A paragon level knight can, with Armor of Conviction, get resistance while bloodied too. That's not on all the time (since you have to be bloodied), and it's only resist 5 all. By 16th-level, even minions are trivially cutting through that.</p><p></p><p></p><p></p><p>That actually seems too good, since an animist shaman can have that active all the time. However, cutting damage by 5 isn't going to completely nerf ongoing damage or minions.</p><p></p><p></p><p></p><p>IIRC, shifters can only regenerate once bloodied. I could be wrong, I don't have a shifter in my game (it's Dark Sun, there's no shifters there). I certainly hope that's the case, because uncapped regeneration is far worse than regeneration while bloodied for PC balance.</p><p></p><p></p><p></p><p>I'm comparing it in part to Bloodcut Armor, which gives you equivalent resistance ... <strong>for one round</strong>. Grindiness goes both ways. It's quite possible for a DM to design an unkillable/grindy monster (or use one, I hear bad things about insubstantial weakening wraiths) and it's generally frowned upon/avoided. That doesn't mean it's impossible for a player to do the same thing for a PC.</p><p></p><p>You could also compare this to Stoneskin, which I'm noticing is basically the same thing but 6 levels higher. I don't know if I like that actually; at least that power should be taking up a sustain minor (sort of like how Fly and other such powerful effects allow for that). My campaign hasn't reached enough levels to worry about Stoneskin. (Also no wizard PCs, which is a bit disappointing actually.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6015410, member: 1165"] That's still enough to render that character incredibly tough (math-breakingly). At-will attacks are doing less than half damage typically (typically 18 at 10th-level, you're only taking 8), and it's worse if there's ongoing damage involved (since this is usually affecting two low damage rolls twice; flat ongoing 30-type attacks are incredibly rare, probably due to the saving throw system making that too swingy). Paragon auras typically deal 10 damage, which this completely blocks. A 10th-level minion is supposed to do 9 damage according to the guidelines, but they typically do a little more; still, blocking more than 75% of the damage that a minion does is more than a little problematic. Monsters that have retaliatory auto-damage (think the tiefling racial power or the paladin's varying punishment abilities) will see their special powers laughed off. Certain monsters use multiple weaker attacks rather than a single strong attack (the tembo is a good example, it can get four relatively weak attacks in a round not counting its aura). This power by itself would seriously limit what you can use in an encounter. No ongoing damage, no traps (since those are usually at-will only), no dangerous terrain that deals damage (drowning in silt is fine though, if you're aiming for the restraining condition and not drowning "damage"...), no tembos, no monsters that have a minor action and standard action that team up to equal standard damage, no paladin-type opponents... Or alternatively, it limits what sort of encounters DMs can use until that power is used. I don't want to save all my paladin-type monsters with auras and ongoing damage attacks until the final encounter of the day (if the day ends up that way), and it'll be worse if the PC saves that power until the end of the day. A paragon level knight can, with Armor of Conviction, get resistance while bloodied too. That's not on all the time (since you have to be bloodied), and it's only resist 5 all. By 16th-level, even minions are trivially cutting through that. That actually seems too good, since an animist shaman can have that active all the time. However, cutting damage by 5 isn't going to completely nerf ongoing damage or minions. IIRC, shifters can only regenerate once bloodied. I could be wrong, I don't have a shifter in my game (it's Dark Sun, there's no shifters there). I certainly hope that's the case, because uncapped regeneration is far worse than regeneration while bloodied for PC balance. I'm comparing it in part to Bloodcut Armor, which gives you equivalent resistance ... [b]for one round[/b]. Grindiness goes both ways. It's quite possible for a DM to design an unkillable/grindy monster (or use one, I hear bad things about insubstantial weakening wraiths) and it's generally frowned upon/avoided. That doesn't mean it's impossible for a player to do the same thing for a PC. You could also compare this to Stoneskin, which I'm noticing is basically the same thing but 6 levels higher. I don't know if I like that actually; at least that power should be taking up a sustain minor (sort of like how Fly and other such powerful effects allow for that). My campaign hasn't reached enough levels to worry about Stoneskin. (Also no wizard PCs, which is a bit disappointing actually.) [/QUOTE]
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"Enter the Crucible" L10 Endurance Utility - Resist 10 all for Encounter
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