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A couple abilities in Martial Power seem WAY too good...
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<blockquote data-quote="UltimaGabe" data-source="post: 4675961" data-attributes="member: 16019"><p>So, I've been messing around with the free trial of the Character Builder from WotC, and I'm building a fighter. I'm looking at some of the abilities they've snagged from Martial Power, and I have to say, when compared to the PHB abilities, there's a HUGE creep in power.</p><p></p><p>First- Battlerage Vigor. It's a Fighter Talent, in addition to Tempest Technique, introduced in Martial Power. Battlerage Vigor makes it so that any time you get hit with a melee or close attack, you gain temporary hit points equal to your constitution modifier. It's got some other abilities too- like gaining MORE temporary hit points if you hit with an attack with the invigorating keyword, and if you wear light armor or chainmail, you gain extra damage when you have temporary hit points.</p><p></p><p>All this, compared to a +1 to one-handed or two-handed weapons (which were the only two fighter talents in the PHB).</p><p></p><p>Hmm... that seems... balanced? Oh, wait, that's right. No, it doesn't. You mean to tell me that I can either choose to get a +1 to attack with most weapons, or I can choose to take ~2-4 points off of EVERY ATTACK I would normally worry about? Sure, there's ranged attacks and spells and such to worry about, but in that case, I'd be getting no benefit from one-handed or two-handed weapon talent either. And this is in addition to a damage bonus, and so on.</p><p></p><p>How does that even begin to be balanced?</p><p></p><p>Another ability that bothers me (although a bit less) is the Shield Bash encounter power. You get your Strength +2 (so it's more accurate than a normal attack) to do 1d10 damage (more base damage than any one-handed non-superior weapon, if I'm not mistaken) plus your strength modifier, PLUS the target is knocked back a square, AND the target is knocked prone. Oh! And if you're a dwarf, you deal EXTRA damage equal to your Wisdom modifier, as a bonus.</p><p></p><p>Compare this to Spinning Sweep, which is 1[W] damage + strength modifier, and the target is knocked prone. That's all.</p><p></p><p>The only requirement is that you have to be wearing a shield. But honestly, is that such a big requirement?</p><p></p><p>I mean, honestly, none of these will be game-breaking. Heck, they're actually pretty good for a defender-type class. But why would anyone choose a +1 to attacks with some weapons over (effective) permanent damage reduction vs. melee weapons? Or why would someone choose an ability that knocks someone prone over an ability that pushes someone, deals a boatload of extra damage, AND knocks them prone? After how WotC screwed up so much of 3e and then 3.5, how can they not have learned from their mistakes? Haven't they figured out it's not a good idea to have every single book that comes out be just a little bit more powerful than the book before it?</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 4675961, member: 16019"] So, I've been messing around with the free trial of the Character Builder from WotC, and I'm building a fighter. I'm looking at some of the abilities they've snagged from Martial Power, and I have to say, when compared to the PHB abilities, there's a HUGE creep in power. First- Battlerage Vigor. It's a Fighter Talent, in addition to Tempest Technique, introduced in Martial Power. Battlerage Vigor makes it so that any time you get hit with a melee or close attack, you gain temporary hit points equal to your constitution modifier. It's got some other abilities too- like gaining MORE temporary hit points if you hit with an attack with the invigorating keyword, and if you wear light armor or chainmail, you gain extra damage when you have temporary hit points. All this, compared to a +1 to one-handed or two-handed weapons (which were the only two fighter talents in the PHB). Hmm... that seems... balanced? Oh, wait, that's right. No, it doesn't. You mean to tell me that I can either choose to get a +1 to attack with most weapons, or I can choose to take ~2-4 points off of EVERY ATTACK I would normally worry about? Sure, there's ranged attacks and spells and such to worry about, but in that case, I'd be getting no benefit from one-handed or two-handed weapon talent either. And this is in addition to a damage bonus, and so on. How does that even begin to be balanced? Another ability that bothers me (although a bit less) is the Shield Bash encounter power. You get your Strength +2 (so it's more accurate than a normal attack) to do 1d10 damage (more base damage than any one-handed non-superior weapon, if I'm not mistaken) plus your strength modifier, PLUS the target is knocked back a square, AND the target is knocked prone. Oh! And if you're a dwarf, you deal EXTRA damage equal to your Wisdom modifier, as a bonus. Compare this to Spinning Sweep, which is 1[W] damage + strength modifier, and the target is knocked prone. That's all. The only requirement is that you have to be wearing a shield. But honestly, is that such a big requirement? I mean, honestly, none of these will be game-breaking. Heck, they're actually pretty good for a defender-type class. But why would anyone choose a +1 to attacks with some weapons over (effective) permanent damage reduction vs. melee weapons? Or why would someone choose an ability that knocks someone prone over an ability that pushes someone, deals a boatload of extra damage, AND knocks them prone? After how WotC screwed up so much of 3e and then 3.5, how can they not have learned from their mistakes? Haven't they figured out it's not a good idea to have every single book that comes out be just a little bit more powerful than the book before it? [/QUOTE]
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A couple abilities in Martial Power seem WAY too good...
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