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D&D4: Most Unique and Interesting Powers.
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<blockquote data-quote="pemerton" data-source="post: 6840883" data-attributes="member: 42582"><p>Probably my single favourite power is Come and Get It, because it is so emblematic of both the flavour of 4e mechanics and the flavour of 4e combat.</p><p></p><p>I think one of the most memorable powers on a creature is the Chained Cambion's psychic chaining Mind Shackles power, which "locks" two PCs together so that, if they are not adjacent, both take damage - and if one saves the other can still be "bound". When I used this to lock together the fighter and ranger, the two players really did start bickering and getting frustrated with one another, just as the cambion's flavour text said was happening in the fiction (<em>a chained cambion radiates pain, rage, and frustration . . . [and] screams its despair within the minds of nearby foes</em>).</p><p></p><p>The most unique and interesting power for a PC that I can recall is one that I only saw used once (the ones I've seen used a lot have to some extent lost whatever uniqueness they once had): Charm of the Dark Dream, a 15th level wizard domination power that removes the wizard from play - in the fiction, s/he enters the body of the possessed target. This never saw use in combat in our game (shortly after learning it, <a href="http://www.enworld.org/forum/showthread.php?324018-Wizard-PC-dies-returns-as-Invoker" target="_blank">the wizard died and was reborn as an invoker</a>) but <a href="http://www.enworld.org/forum/showthread.php?320498-Heathen-entering-the-temple-fortress-in-disguise" target="_blank">it was used to try and read the mind of a guard so as to learn the password into a fortress</a> (naturally it failed, and mayhem ensued).</p><p></p><p>(Rereading that second actual play report also reminded me of another power that did see a lot of use between 7th and 15th levels - the wizard's Twist of Space. A terrific power, that also lent itself well to non-combat use in skill challenge-type situations.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6840883, member: 42582"] Probably my single favourite power is Come and Get It, because it is so emblematic of both the flavour of 4e mechanics and the flavour of 4e combat. I think one of the most memorable powers on a creature is the Chained Cambion's psychic chaining Mind Shackles power, which "locks" two PCs together so that, if they are not adjacent, both take damage - and if one saves the other can still be "bound". When I used this to lock together the fighter and ranger, the two players really did start bickering and getting frustrated with one another, just as the cambion's flavour text said was happening in the fiction ([I]a chained cambion radiates pain, rage, and frustration . . . [and] screams its despair within the minds of nearby foes[/I]). The most unique and interesting power for a PC that I can recall is one that I only saw used once (the ones I've seen used a lot have to some extent lost whatever uniqueness they once had): Charm of the Dark Dream, a 15th level wizard domination power that removes the wizard from play - in the fiction, s/he enters the body of the possessed target. This never saw use in combat in our game (shortly after learning it, [url=http://www.enworld.org/forum/showthread.php?324018-Wizard-PC-dies-returns-as-Invoker]the wizard died and was reborn as an invoker[/url]) but [url=http://www.enworld.org/forum/showthread.php?320498-Heathen-entering-the-temple-fortress-in-disguise]it was used to try and read the mind of a guard so as to learn the password into a fortress[/url] (naturally it failed, and mayhem ensued). (Rereading that second actual play report also reminded me of another power that did see a lot of use between 7th and 15th levels - the wizard's Twist of Space. A terrific power, that also lent itself well to non-combat use in skill challenge-type situations.) [/QUOTE]
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