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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Are these new powers balanced?
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<blockquote data-quote="the Jester" data-source="post: 4597430" data-attributes="member: 1210"><p>I'm still trying to get a sense for balancing powers in 4e. I haven't really created many yet- I'm nervous about introducing them into a game that I don't completely grok the design rules of yet. I'm still kind of feeling my way out.</p><p></p><p>Anyway, these are conversions of older spells, feats, special abilities, etc. in my campaign. I'm especially interested in feedback on Bonebreak- a penalty that lasts all encounter or until you spend a healing surge seems pretty good; is it too good for a 9th level power, even one that is as low damage as Bonebreak is?</p><p></p><p>Thanks!</p><p></p><p><strong><span style="color: Red">Thunderous Blow--- Cleric Attack 23 </span></strong></p><p><em>You bring your weapon down on your enemy, and a peal of thunder echoes from the blow, blasting your foe from its feet.</em></p><p>Encounter--- Divine, Thunder, Weapon</p><p>Standard Action--- Melee weapon</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Strength vs. AC.</p><p><strong>Hit:</strong> 2 [W] + Strength modifier thunder damage, and the target is knocked prone.</p><p><strong>Miss:</strong> Half damage.</p><p><strong>Effect:</strong> The target is deafened until the end of its next turn.</p><p></p><p><strong><span style="color: Lime">Bite Spirit--- Wizard Attack 1</span></strong></p><p><em>You attack your foe’s spirit, leaving them wracked with agony.</em></p><p>At Will--- Arcane, Necrotic</p><p>Standard Action--- Ranged 8</p><p><strong>Target: </strong>One creature.</p><p><strong>Attack:</strong> Intelligence vs. Fortitude.</p><p><strong>Hit:</strong> 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.</p><p></p><p></p><p><strong><span style="color: DeepSkyBlue">Bonebreak--- Wizard Attack 9 </span></strong></p><p><em>You point your implement at the enemy, and it shrieks in pain as one of its bones cracks and breaks.</em></p><p>Daily--- Arcane</p><p>Standard Action--- Ranged 10</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Intelligence vs. Fortitude.</p><p><strong>Hit:</strong> 2d6 + Intelligence modifier damage, and target is slowed until the end of the encounter or until it spends a healing surge.</p><p><strong>Miss:</strong> Half damage, and the target is not slowed. </p><p><strong>Effect:</strong> The target has a -2 on attacks and defenses (save ends).</p></blockquote><p></p>
[QUOTE="the Jester, post: 4597430, member: 1210"] I'm still trying to get a sense for balancing powers in 4e. I haven't really created many yet- I'm nervous about introducing them into a game that I don't completely grok the design rules of yet. I'm still kind of feeling my way out. Anyway, these are conversions of older spells, feats, special abilities, etc. in my campaign. I'm especially interested in feedback on Bonebreak- a penalty that lasts all encounter or until you spend a healing surge seems pretty good; is it too good for a 9th level power, even one that is as low damage as Bonebreak is? Thanks! [B][COLOR="Red"]Thunderous Blow--- Cleric Attack 23 [/COLOR][/B] [I]You bring your weapon down on your enemy, and a peal of thunder echoes from the blow, blasting your foe from its feet.[/I] Encounter--- Divine, Thunder, Weapon Standard Action--- Melee weapon [B]Target:[/B] One creature. [B]Attack:[/B] Strength vs. AC. [B]Hit:[/B] 2 [W] + Strength modifier thunder damage, and the target is knocked prone. [B]Miss:[/B] Half damage. [B]Effect:[/B] The target is deafened until the end of its next turn. [B][COLOR="Lime"]Bite Spirit--- Wizard Attack 1[/COLOR][/B] [I]You attack your foe’s spirit, leaving them wracked with agony.[/I] At Will--- Arcane, Necrotic Standard Action--- Ranged 8 [B]Target: [/B]One creature. [B]Attack:[/B] Intelligence vs. Fortitude. [B]Hit:[/B] 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level. [B][COLOR="DeepSkyBlue"]Bonebreak--- Wizard Attack 9 [/COLOR][/B] [I]You point your implement at the enemy, and it shrieks in pain as one of its bones cracks and breaks.[/I] Daily--- Arcane Standard Action--- Ranged 10 [B]Target:[/B] One creature. [B]Attack:[/B] Intelligence vs. Fortitude. [B]Hit:[/B] 2d6 + Intelligence modifier damage, and target is slowed until the end of the encounter or until it spends a healing surge. [B]Miss:[/B] Half damage, and the target is not slowed. [B]Effect:[/B] The target has a -2 on attacks and defenses (save ends). [/QUOTE]
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