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Design Philosophy behind Steamsuit Pilot PP
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<blockquote data-quote="eamon" data-source="post: 6296672" data-attributes="member: 51942"><p>Note that save-boosting things like Resilient Focus (+2) and a ring of protection (+1) will help you with the suit's downsides. Also, most of these save-ends things are actions you take on *your* turn, which means you might save the very same turn before you've every experienced a downside.</p><p></p><p>Finally, in Epic you might consider Martial Resolve, which allows for a save at the start of your turn (like a Warden, which I presume you are not), giving you yet another chance to avoid the effect.</p><p></p><p>All in all, I think the downsides are managable, and in fact likely to be less bad than a until-the-end-of-your-next-turn effect.</p><p></p><p>However, I also think the PP power's aren't strong enough to really warrant a downside. It's a bit of a strikerish PP, and it has a fairly easily obtainable prereq, so it's comparable, say, to the Thuranni Shadow Warrior. That one has an encounter single target attack that probably does more damage (two-strike weapon vs. NAD doing 1[W]+Dex and an effect each), and few good other powers and a decent features.</p><p></p><p>Basically, the steamsuits strength aren't really the powers; those aren't that special. You're going to do it for the suit itself - the AC is quite decent, and it's easily accessible to classes with poor defenses - it could be a really large bonus for some. Also, it's not that easy to become large, and being large can enable cool things like one-handed reach weapons (e.g. a greatspear + shield is a +3 proficiency bonus reach weapon with great feat support).</p><p></p><p>However, taking damage just 3 times is a very low bar to reach. Aura's, ongoing damage, auto-hit stuff, attacks vs. NADs, multiattacks... There are lots of scenarios where the suit can become damaged very, very quickly.</p></blockquote><p></p>
[QUOTE="eamon, post: 6296672, member: 51942"] Note that save-boosting things like Resilient Focus (+2) and a ring of protection (+1) will help you with the suit's downsides. Also, most of these save-ends things are actions you take on *your* turn, which means you might save the very same turn before you've every experienced a downside. Finally, in Epic you might consider Martial Resolve, which allows for a save at the start of your turn (like a Warden, which I presume you are not), giving you yet another chance to avoid the effect. All in all, I think the downsides are managable, and in fact likely to be less bad than a until-the-end-of-your-next-turn effect. However, I also think the PP power's aren't strong enough to really warrant a downside. It's a bit of a strikerish PP, and it has a fairly easily obtainable prereq, so it's comparable, say, to the Thuranni Shadow Warrior. That one has an encounter single target attack that probably does more damage (two-strike weapon vs. NAD doing 1[W]+Dex and an effect each), and few good other powers and a decent features. Basically, the steamsuits strength aren't really the powers; those aren't that special. You're going to do it for the suit itself - the AC is quite decent, and it's easily accessible to classes with poor defenses - it could be a really large bonus for some. Also, it's not that easy to become large, and being large can enable cool things like one-handed reach weapons (e.g. a greatspear + shield is a +3 proficiency bonus reach weapon with great feat support). However, taking damage just 3 times is a very low bar to reach. Aura's, ongoing damage, auto-hit stuff, attacks vs. NADs, multiattacks... There are lots of scenarios where the suit can become damaged very, very quickly. [/QUOTE]
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