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DMs: What Powers Do PCs Get That You Hate?
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<blockquote data-quote="babinro" data-source="post: 5178353" data-attributes="member: 67482"><p>Sorc: Encounter 17: PHB2: Thunder Summons.</p><p>I wouldn't really say I hate this power, however, it is way too powerful for my PC's to abuse. My PC's all have some pretty powerful burst powers. Thunder Summons can consistently group 2-4 enemies in a tight area from considerable range such that the PC's simply own the encounter. </p><p></p><p>Nearly every encounter the result of a Thunder Summons is at least 150+ damage with a high probability of dazed and immobilized creatures for the follow up round. By the end of the follow up round monsters in this group are either heavily bloodied, or dead depending on if any PC choose to expend stronger daily powers or action points. In either case, the battle is typically moot after this combination of attacks. Things continue to get worse as PC's level up because conditions go from dazed to stunned...allowing for even more lockdown on a condensed group of monsters.</p><p></p><p>This is more a case of my players working together to really get the most out of the 4E combat system, however, it makes challenging them in encounters very difficult. In my opinion, something as versatile as Thunder Summons really must be a daily power or perhaps allow a save on the teleport. That being said, I wouldn't be surprised if this power flies under the radar for a lot of parties as it really isn't over powered in and of itself.</p></blockquote><p></p>
[QUOTE="babinro, post: 5178353, member: 67482"] Sorc: Encounter 17: PHB2: Thunder Summons. I wouldn't really say I hate this power, however, it is way too powerful for my PC's to abuse. My PC's all have some pretty powerful burst powers. Thunder Summons can consistently group 2-4 enemies in a tight area from considerable range such that the PC's simply own the encounter. Nearly every encounter the result of a Thunder Summons is at least 150+ damage with a high probability of dazed and immobilized creatures for the follow up round. By the end of the follow up round monsters in this group are either heavily bloodied, or dead depending on if any PC choose to expend stronger daily powers or action points. In either case, the battle is typically moot after this combination of attacks. Things continue to get worse as PC's level up because conditions go from dazed to stunned...allowing for even more lockdown on a condensed group of monsters. This is more a case of my players working together to really get the most out of the 4E combat system, however, it makes challenging them in encounters very difficult. In my opinion, something as versatile as Thunder Summons really must be a daily power or perhaps allow a save on the teleport. That being said, I wouldn't be surprised if this power flies under the radar for a lot of parties as it really isn't over powered in and of itself. [/QUOTE]
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