Consecrated Ground and game Balance

Perhaps it`s just my and my old 3rd ed thinking, but as I DM I usually tried to avoid to go after a certain player in particular and kill him (except for rp reasons of course).

Maybe it's my old 3e thinking, but unless you make sure PC casters die and can't be brought back, within 1 round of combat starting, you are guaranteed to get pwned.
 

log in or register to remove this ad

I played a cleric with this power.

In my experience, if you treat the Circle as REGAINING HP instead of regeneration, it is an "I-Win" button or a nuke, in that it assures MAD.


If your DM avoids coup de gracing downed PCs, then the circle guarantees victory in most fights. It might take a little while but with infinite healing on your side, and guranteed damage for any monstrous meleers, you will win. The only way you can't is if the enemy has some way to regularly and reliably slide you out of the circle and keep you there, or make the circle a painful place to be with a zone (but then you just move the circle, so...).

So, your DM either accepts that 1x/day you can win against any encounter, or he starts coup de gracing downed PCs. Either option is not very fun.

Treating it as regeneration is a quick and effective fix.
 

Zone effects

yeah the zone works well, but after it happens once or so the monsters will just attack the cleric which will end the consecrate when he goes down.

As well as it is a zone the cleric must always be touching some part of the zone, so any movement by him is difficult and any push, pull, or slide of him outside of this range ends the effect.

And what opponent just sits there downing you to let you get up again? It should kill you, switch targets, move to another position to better attack others etc. I mean if your judge plays all monsters as unintelligent zombies then you can just make a log with sharp sticks on it and set this out in front of the party watching as the monster impales itself to death.

Reliably I have seen the zone used for 2-3 rounds, but normally once it comes into affect the cleric draws a big target on itself and tends to take a beating from then on.
 

The cleric is not required to be in the zone .. it originates in his square because it's a close power, but that's not a requirement to sustain it.
Sustain determines the duration and that's all .. he could have jumped through a portal to a different continent and still sustain it.

What's more, an unconscious cleric does not end the power.
If he's in the zone when his turn starts, the zone heals him, and he can then sustain it.
That is, if you're one of those who think the dying are also bloodied.
 


Well, hypothetically, if there's more than one monster in fight, one knocks the cleric unconscious, and the next one kills the cleric or drags him out of the zone. If it's a solo, he knocks the cleric unconscious, then uses an action point to drag him out of the zone. The ability is a little over-powered, but it's not unbeatable.
 

Well, hypothetically, if there's more than one monster in fight, one knocks the cleric unconscious, and the next one kills the cleric or drags him out of the zone. If it's a solo, he knocks the cleric unconscious, then uses an action point to drag him out of the zone. The ability is a little over-powered, but it's not unbeatable.

Well, yes, but this all only works, if no one else in the group can heal the cleric or drag him right back to the zone before its the cleric`s turn again.

And let´s not forget that there might by a fighter in the party next to the monster which means the monster can`t always move around as it wishes.

In my gaminging group we`ve now decided to let a dying creature not count as "bloodied" anymore, thus removing the healíng below 0 hp from consecrated ground. It turned out that it`s still probabaly the best daily at its power level, but not a guaranted victory against some encounter types as we`ve experiecend before.
 

It's a decent power if a cleric has enough wisdom and charisma.
I'm playing a battle cleric for LFR, and he's got a total wis+cha mod of +1.

I'm looking at weapon of the gods as a better option ..
I mean in a pinch I can use it on myself, but if there's a character with a cheesed out hitroll in the party, or a ranger with twin strike, or even a warlord able to grant attacks, it could be a source of much damageness.
And it's a minor, so with a tiny bit of planning, it won't hamper my own action economy curve.
 

Zones and you

Maybe I've misunderstood zone effects. Per the pages directly preceeding the cleric class they explain all the effects etc. In the zone entry it states the zone ends if not within range of the initial caster. As the zone is from a close 1 effect I was thinking it had to always be within 1 of the caster.

Have I misread the entry?

Under this understanding pushes etc can kill it, as can just the really restrictive movement.

As well for any dropped creatures the enemy can just move away and after the zone heals it can only allow the healed creature to stand and ready an attack at best.

As well not discussed is the visibility of the zone, opponents may move the target out of the radius to prevent healing.

I mean overall is it an OK power...well sure it's a L5 daily, but there are a ton of restrictions to allow it to be used properly. As well after it works a couple times you will have monsters attacking the downed foes to ensure that they stay down.
 

This zone is an exception to that rule, it has to be. Otherwise it will end the instant you use it's built in movment function.

Though I suppose a rules lawyer would point out that zones end "if you move far enough away" not "if they are moved away," but that seems needlessly technical to me.
 

Remove ads

Top