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General Tabletop Discussion
*Pathfinder & Starfinder
A couple abilities in Martial Power seem WAY too good...
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<blockquote data-quote="KarinsDad" data-source="post: 4687078" data-attributes="member: 2011"><p>How so? I don't have the books in front of me, but doesn't it already give the temp hit points if the Fighter hits? Maybe I am mis-remembering. Old timer's disease.</p><p></p><p></p><p></p><p>No need. If you hit with a multi-target power, it replaces the temp hit points multiple times. That doesn't matter. Replace 4 with 4 six times. Ok, the Fighter still has 4 temporary hit points.</p><p></p><p></p><p></p><p>No, it is different. Invigorating powers would add their temp hit points to any current temp hit points ones. No different than if the source of the temp hit points were the current rule of getting hit.</p><p></p><p>A non-invigorating power would merely max out temp hit points (no different than if the source of the temp hit points were the current rule of getting hit).</p><p></p><p></p><p></p><p>Why would one have to justify anything? They work slightly differently.</p><p></p><p></p><p>But, the main problem I have is that the minion hits for 4 points, removes the current 4 temp hit points, and they immediately get replaced with 4 temp hit points. The frequency is too great and the minion is not a threat at all.</p><p></p><p>Any change to the system should take that into account (in fact, any new game mechanic should always take all other game mechanics into account). For example, a different change would be to only allow one enemy hit per round to give temp hit points. But, I don't like this because a single minion is still not a threat. Remove 4 temp hit points, add 4 temp hit points, ad infinitum. zzzzzz</p><p></p><p>Changing it to "to hit" limits it to once per round (even with multi-round attacks) and allows a single minion to be a threat (because the minion can hit twice and sometimes do damage, once to remove temp hit points and once to do damage because the Fighter missed the minion on a given round).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4687078, member: 2011"] How so? I don't have the books in front of me, but doesn't it already give the temp hit points if the Fighter hits? Maybe I am mis-remembering. Old timer's disease. No need. If you hit with a multi-target power, it replaces the temp hit points multiple times. That doesn't matter. Replace 4 with 4 six times. Ok, the Fighter still has 4 temporary hit points. No, it is different. Invigorating powers would add their temp hit points to any current temp hit points ones. No different than if the source of the temp hit points were the current rule of getting hit. A non-invigorating power would merely max out temp hit points (no different than if the source of the temp hit points were the current rule of getting hit). Why would one have to justify anything? They work slightly differently. But, the main problem I have is that the minion hits for 4 points, removes the current 4 temp hit points, and they immediately get replaced with 4 temp hit points. The frequency is too great and the minion is not a threat at all. Any change to the system should take that into account (in fact, any new game mechanic should always take all other game mechanics into account). For example, a different change would be to only allow one enemy hit per round to give temp hit points. But, I don't like this because a single minion is still not a threat. Remove 4 temp hit points, add 4 temp hit points, ad infinitum. zzzzzz Changing it to "to hit" limits it to once per round (even with multi-round attacks) and allows a single minion to be a threat (because the minion can hit twice and sometimes do damage, once to remove temp hit points and once to do damage because the Fighter missed the minion on a given round). [/QUOTE]
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A couple abilities in Martial Power seem WAY too good...
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