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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, Non-Martial Characters, and Limited Feat Choices
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<blockquote data-quote="Rystil Arden" data-source="post: 4269488" data-attributes="member: 29014"><p>If you're looking for combat advantage, Daunting Light (another encounter choice at the same level) gives that Combat Advantage to your ally and also does 2d10+Wis. It seems generally much better for an encounter ability (if you scaled both of them up and made them per day, then Command would be more enticing, but as is, you will not want to use it every encounter). </p><p></p><p>I also have Divine Glow, so the builds look quite similar. Basically, once Divine Glow is over, it's just Lance of Faith over and over (or Sacred Flame rarely). Adding Daunting Light will be a big boost in effectiveness every encounter that Command would not. That said, I'm playing in a smaller-than-normal-size group, which makes Command much much worse (since you give up a relatively higher percentage of your party's actions for Command this way). If you're in a bigger-than-usual group, I could see Command becoming more useful sometimes.</p><p></p><p>As for getting to target the Will defense, I've been trying to get something that does, but ironically, the meleer can target Will more easily. I believe the first useful power that targets Will comes at level 7 (if you must include Command, then the second--I think we can both agree that Cause Fear is simply awful compared to Divine Glow).</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 4269488, member: 29014"] If you're looking for combat advantage, Daunting Light (another encounter choice at the same level) gives that Combat Advantage to your ally and also does 2d10+Wis. It seems generally much better for an encounter ability (if you scaled both of them up and made them per day, then Command would be more enticing, but as is, you will not want to use it every encounter). I also have Divine Glow, so the builds look quite similar. Basically, once Divine Glow is over, it's just Lance of Faith over and over (or Sacred Flame rarely). Adding Daunting Light will be a big boost in effectiveness every encounter that Command would not. That said, I'm playing in a smaller-than-normal-size group, which makes Command much much worse (since you give up a relatively higher percentage of your party's actions for Command this way). If you're in a bigger-than-usual group, I could see Command becoming more useful sometimes. As for getting to target the Will defense, I've been trying to get something that does, but ironically, the meleer can target Will more easily. I believe the first useful power that targets Will comes at level 7 (if you must include Command, then the second--I think we can both agree that Cause Fear is simply awful compared to Divine Glow). [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
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