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Forked Thread: Acrobatic Stunts - What Can You Do (DC?)
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<blockquote data-quote="knightofround" data-source="post: 5236049" data-attributes="member: 27884"><p>Acrobatics gets so little love in 4E, and it can really spice up combat encounters. It's a shame most people are dead-set against it.</p><p></p><p>In certain situations, I think an Acrobatic stunt should be somewhere between an at-will power and a encounter power of the class executing the action. That's important from a meta-game perspective; you don't want fighters gaining access to striker-level damage just because they have trained acrobatics too. The situation is key, because you don't want to eliminate at-will powers. </p><p></p><p>Acrobatics is already weak as it is because you can't gain enhancement bonuses or add to the damage that you like you can with powers/feats/class features. All you need to do is use the DCs and damage expressions in the DMG and you're golden. If the PC want to try swinging across a rope and knock an enemy down a cliff, just use the good ole +/- 2 and adjust the damage expression downward to compensate for the extra stuff they want to do. Losing your both your actions (move and standard) is a bad enough penalty as it is, falling prone is even worse...especially when you could've just walked up to the thing and whacked it.</p><p></p><p>And if the PC is willing to give up, say, a utility encounter ability in exchange for an extra-cool stunt, why not? The skill power framework is already there to do just that, and I haven't seen a single skill power reach a point where it would be superior to other utility powers.</p><p></p><p>If you make stunts as bad or equal to at-will powers from a mechanical standpoint, the only thing its really good for is reducing falling damage. And that is just barely used more than balancing. In other words, its a broken skill.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5236049, member: 27884"] Acrobatics gets so little love in 4E, and it can really spice up combat encounters. It's a shame most people are dead-set against it. In certain situations, I think an Acrobatic stunt should be somewhere between an at-will power and a encounter power of the class executing the action. That's important from a meta-game perspective; you don't want fighters gaining access to striker-level damage just because they have trained acrobatics too. The situation is key, because you don't want to eliminate at-will powers. Acrobatics is already weak as it is because you can't gain enhancement bonuses or add to the damage that you like you can with powers/feats/class features. All you need to do is use the DCs and damage expressions in the DMG and you're golden. If the PC want to try swinging across a rope and knock an enemy down a cliff, just use the good ole +/- 2 and adjust the damage expression downward to compensate for the extra stuff they want to do. Losing your both your actions (move and standard) is a bad enough penalty as it is, falling prone is even worse...especially when you could've just walked up to the thing and whacked it. And if the PC is willing to give up, say, a utility encounter ability in exchange for an extra-cool stunt, why not? The skill power framework is already there to do just that, and I haven't seen a single skill power reach a point where it would be superior to other utility powers. If you make stunts as bad or equal to at-will powers from a mechanical standpoint, the only thing its really good for is reducing falling damage. And that is just barely used more than balancing. In other words, its a broken skill. [/QUOTE]
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Forked Thread: Acrobatic Stunts - What Can You Do (DC?)
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