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Come and Get It and Warrior's Urge: Please help me implement a change to both of these powers
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<blockquote data-quote="pemerton" data-source="post: 6400021" data-attributes="member: 42582"><p>The main pitfall I can see is that the power is rather weak. You have to hit twice, and one of those hits involves attacking with a poor stat. A fighter's INT or CHA bonus is likely to be rather low (fighters need STR, obviously, and then will tend to favour WIS, CON or DEX depending on weapon choice and how good they want their OAs to be).</p><p></p><p>If you make it such that only one d20 roll is made (as per your post number 5) then the second check to hit becomes redundant, as except in some very corner cases the character will not hit with INT or CHA vs Will but then miss with STR vs AC. So what you have is effectively a rewrite of the errata-ed version using INT or CHA in place of STR, which is a strictly weaker version of the power.</p><p></p><p>It's also not clear from your formatting whether or not you intend the fighter's enhancement bonus from weapon to apply to the attack vs Will. If not, that makes the power even weaker - poor stat and no enhancement bonus is somewhere around -5 to hit at 7th level (CaGI) and around -12 to hit at 23rd level (Warrior's Urging).</p><p></p><p>It doesn't have the charm keyword.</p><p></p><p>CaGI pulls in creatures with up to 2 sq between the attacking fighter and the target. Assuming a non-reach weapon, that's a gap between the fighter's sword tip and the opponent's body of around 5'. I think the power is most naturally conceived of the fighter using his/her deftness with his/her weapon to wrongfoot opponents. That is, don't pay too much attention to the power's name and treat it as a display of weapon skill. (The pre-errata version is better for this.)</p><p></p><p>To adapt this to [MENTION=5038]Greg K[/MENTION]'s purposes, I think you'd be better off leaving the power closer to its original version, and stipulating something to reflect the fact that the fighter is, in effect, moving through all the squares between him/her and the enemies that are pulled in - so the fighter will trigger any traps in those squares, for instance.</p><p></p><p>Another modification that would fit with this general conceptualisation is to allow any enemy to negate the forced movement by falling prone in its square and becoming marked by the fighter til the end of its next turn. That way the fighter still gets a good control effect out of the power even with no damage dealt.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6400021, member: 42582"] The main pitfall I can see is that the power is rather weak. You have to hit twice, and one of those hits involves attacking with a poor stat. A fighter's INT or CHA bonus is likely to be rather low (fighters need STR, obviously, and then will tend to favour WIS, CON or DEX depending on weapon choice and how good they want their OAs to be). If you make it such that only one d20 roll is made (as per your post number 5) then the second check to hit becomes redundant, as except in some very corner cases the character will not hit with INT or CHA vs Will but then miss with STR vs AC. So what you have is effectively a rewrite of the errata-ed version using INT or CHA in place of STR, which is a strictly weaker version of the power. It's also not clear from your formatting whether or not you intend the fighter's enhancement bonus from weapon to apply to the attack vs Will. If not, that makes the power even weaker - poor stat and no enhancement bonus is somewhere around -5 to hit at 7th level (CaGI) and around -12 to hit at 23rd level (Warrior's Urging). It doesn't have the charm keyword. CaGI pulls in creatures with up to 2 sq between the attacking fighter and the target. Assuming a non-reach weapon, that's a gap between the fighter's sword tip and the opponent's body of around 5'. I think the power is most naturally conceived of the fighter using his/her deftness with his/her weapon to wrongfoot opponents. That is, don't pay too much attention to the power's name and treat it as a display of weapon skill. (The pre-errata version is better for this.) To adapt this to [MENTION=5038]Greg K[/MENTION]'s purposes, I think you'd be better off leaving the power closer to its original version, and stipulating something to reflect the fact that the fighter is, in effect, moving through all the squares between him/her and the enemies that are pulled in - so the fighter will trigger any traps in those squares, for instance. Another modification that would fit with this general conceptualisation is to allow any enemy to negate the forced movement by falling prone in its square and becoming marked by the fighter til the end of its next turn. That way the fighter still gets a good control effect out of the power even with no damage dealt. [/QUOTE]
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Come and Get It and Warrior's Urge: Please help me implement a change to both of these powers
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