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Dragon 399 - Heroes of Tome and Temple
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<blockquote data-quote="mneme" data-source="post: 5559350" data-attributes="member: 59248"><p>Aegeri: Pretty much agree on every call, except that I like the Scholar base power better than you do; it's odd to have an obviously +alpha strike power as "scholar" (and I'd have had it be +leadery instead and give the bonus to an ally), but on a multi-attacker it can be quite nice. I don't like the half damage thing; it gives the player too much incentive to memorize or take notes on the rules, and I don't see a point in playing that particular guessing game; instead, it should just trigger on making a hard DC check.</p><p></p><p>Seer: yeah, nightmarish. The only thing keeping it in check is the daily limit (so sure, you can take multiple short rests and scry for a bunch of allies, but then you can't repeat the trick next combat unless you have more allies), but even there, it will encourage players to do stupid things to try to "avoid their fate" and encourage GMs to deny player actions even when they make sense. Not to mention enabling very silly primary fight alphas with everyone scried and trying to make stealth checks or whatever to avoid bad rolls. And then there will be the players who do the "multi day dice of Auspicoius Fortune" ugliness, where they try to save a good set of rolls by not taking extended rests for multiple days at a time (although by the wording, you don't even need to do that with this ability). I think a better way to express the ability would be something like:</p><p></p><p>Cast Fortune</p><p>Seer Utility</p><p>During a Short Rest, you may scry on a character's fortune. Do nothing at this point (aside from possibly roleplaying out the scrying attempt).</p><p></p><p>Then, during the next encounter after the short rest, you may, three times per enounter, make a prediction at the beginning of that player's turn. If you do so, secretly roll a die, note the result, and show the result to the GM. You may say whatever you like about this result, but may not reveal it; the first roll the player makes on this turn is replaces by this roll; it is discarded if they don't make any d20 rolls.</p><p></p><p>Something like that, anyway. Although three times per encounter is frankly still probably too strong.</p></blockquote><p></p>
[QUOTE="mneme, post: 5559350, member: 59248"] Aegeri: Pretty much agree on every call, except that I like the Scholar base power better than you do; it's odd to have an obviously +alpha strike power as "scholar" (and I'd have had it be +leadery instead and give the bonus to an ally), but on a multi-attacker it can be quite nice. I don't like the half damage thing; it gives the player too much incentive to memorize or take notes on the rules, and I don't see a point in playing that particular guessing game; instead, it should just trigger on making a hard DC check. Seer: yeah, nightmarish. The only thing keeping it in check is the daily limit (so sure, you can take multiple short rests and scry for a bunch of allies, but then you can't repeat the trick next combat unless you have more allies), but even there, it will encourage players to do stupid things to try to "avoid their fate" and encourage GMs to deny player actions even when they make sense. Not to mention enabling very silly primary fight alphas with everyone scried and trying to make stealth checks or whatever to avoid bad rolls. And then there will be the players who do the "multi day dice of Auspicoius Fortune" ugliness, where they try to save a good set of rolls by not taking extended rests for multiple days at a time (although by the wording, you don't even need to do that with this ability). I think a better way to express the ability would be something like: Cast Fortune Seer Utility During a Short Rest, you may scry on a character's fortune. Do nothing at this point (aside from possibly roleplaying out the scrying attempt). Then, during the next encounter after the short rest, you may, three times per enounter, make a prediction at the beginning of that player's turn. If you do so, secretly roll a die, note the result, and show the result to the GM. You may say whatever you like about this result, but may not reveal it; the first roll the player makes on this turn is replaces by this roll; it is discarded if they don't make any d20 rolls. Something like that, anyway. Although three times per encounter is frankly still probably too strong. [/QUOTE]
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Dragon 399 - Heroes of Tome and Temple
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