eamon
Explorer
I think the effects from practice "tend to be lame" in comparison to what you achieve in the the heat against real adversaries.... because the spirit isn't in it.
On the other hand, during practice, you're actually concentrating on that particular technique, and focused on making it work, and aren't distracted by the needs of a bunch of allies, the burning arrow sticking out of your chest, keeping your defenses up while you do it, etc. Also, if you're performing such a stunt as a one off action, you're probably a bunch less tired to boot than you would be if you used it towards the tail-end of a combat.
D&D doesn't account for any of these issues in the name of simplicity. This is no different. You either perform the power or you can't - and requiring "your heart" to be in it is a pretty lame excuse for a DM to make - when exactly is your heart in it - when you miss a minion in an easy fight?
Micromanaging the PC's abilities to fit the DMs schedule smacks of railroading. Sure, you can find some excuse to forbid it in any particular scenario - but that holds for all kinds of actions. If the PC has a power with a side effect that triggers regardless of the target, and regardless of whether the target is even hit, presumably that power isn't very dependant on said target - so if the player wants to use it, let him, unless there's some good reason not too. Annoyance at the fact that it replicates a utility power isn't a particularly good reason - rather that just goes to show that the effect is essentially a common, non-gamebreaking effect. Thus, interference in the power's function thus opens up a huge grey area for the DM to adjudicate without actually much affect game balance, while simultaneously interfering with the players control over his character.
Before I do that, it'd better be necessary for game balance or common sense. Clearly that's not the case here.
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