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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Dark Sun Conversion to 4E
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<blockquote data-quote="Dausuul" data-source="post: 4167957" data-attributes="member: 58197"><p>Being able to use any wizard power as a minor action is much more powerful than being able to use second wind as a minor action. And the stun effect makes it even worse. Sure, it hits your allies too, but what do you care? If your friends are stunned, and your enemies are stunned, but you yourself are not stunned, it's a big net gain for your team.</p><p></p><p>(And that's if you're talking about 4E-style stunning, where it just limits your actions a bit. If you mean 3E-style stunning, then defiling becomes pure and total Win.)</p><p></p><p>If you want a good way to implement defiling messing up nearby creatures, in a way that's almost purely detrimental to the PCs, here's a thought: Defiling magic takes away healing surges. Since PCs need healing surges far more than NPCs do, the PCs take much more pain from this.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4167957, member: 58197"] Being able to use any wizard power as a minor action is much more powerful than being able to use second wind as a minor action. And the stun effect makes it even worse. Sure, it hits your allies too, but what do you care? If your friends are stunned, and your enemies are stunned, but you yourself are not stunned, it's a big net gain for your team. (And that's if you're talking about 4E-style stunning, where it just limits your actions a bit. If you mean 3E-style stunning, then defiling becomes pure and total Win.) If you want a good way to implement defiling messing up nearby creatures, in a way that's almost purely detrimental to the PCs, here's a thought: Defiling magic takes away healing surges. Since PCs need healing surges far more than NPCs do, the PCs take much more pain from this. [/QUOTE]
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