Does this Utility ruin the game, end of story.
What party wont have everyone make sure they have Endurance and take up 10 Resistance to all damage for an entire fight.
Usually the big ones of course.
Too broken ??
What source is this from?
Enter the Crucible
Minor Action Personal
Requirement: You must have at least one healing surge remaining.
Effect: You lose a healing surge. Until the end of the encounter, you cannot be weakened, and you gain resist 10 to all damage.
Published in Into the Unknown: The Dungeon Survival Handbook, page(s) 71.
That's a pretty dramatic condemnation. And you give the impression that you have not read the power.
However, I've dealt with Moment of Glory, which is the same thing but less resist damage and could be broken by denying a minor action somehow (eg daze) rather than just being on for the whole encounter.
I stand by my comment.
This power nerfs minions, damage auras, ongoing damage (and the relatively low-damage attacks that go with them)...
Moment of Glory provides all characters with resistance. This power grants ONE character resistance as a daily power.I would regard it as broken for my game, and would not allow it, for the same reasons given by Psi; the same reasons why I don't allow Moment of Glory.
Moment of Glory provides all characters with resistance. This power grants ONE character resistance as a daily power.
For the sake of comparison, at level 11, thri-keen can gain resist 2 all with a feat while bloodied (from Dark Sun). Warding elemental, again available at level 11, give resistance 5 all, to all allies within 2 (again from Dark Sun). Shifters can gain resist 2 all while regenerating at level 11 (PHB2).
I really don't think one character gaining resist 10 for one encounter a day will make the game unfun. But your mileage might vary.
Moment of Glory provides all characters with resistance. This power grants ONE character resistance as a daily power.
For the sake of comparison, at level 11, thri-keen can gain resist 2 all with a feat while bloodied (from Dark Sun).
Warding elemental, again available at level 11, give resistance 5 all, to all allies within 2 (again from Dark Sun).
Shifters can gain resist 2 all while regenerating at level 11 (PHB2).
I really don't think one character gaining resist 10 for one encounter a day will make the game unfun. But your mileage might vary.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.