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Grading Daily Powers
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<blockquote data-quote="keterys" data-source="post: 4370060" data-attributes="member: 43019"><p>Oh, sure - but back to the assumption that the powers are being used by those they're intended for <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If there's a melee striker, true 'nough. </p><p> </p><p>You might want to doublecheck - there are more 3Ws (or equivalent, or better) than 2Ws <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>*shrug* Assumes the mob isn't able to do appreciable ranged and is more than 6 from a target. That's an underwhelming selection of events in my experience, and even if the Ranger kicks it off first round of the combat when folks are at max range it may excessively limit the melee PCs to avoid getting within range of the target. I'm willing to concede I might be underrating it, but slow gets pretty picked on (with good reason) as an effect type.</p><p></p><p>For example, in Scalegloom Hall, a good use for it never came up. It was never particularly needed in any of the early fights, the wyrmpriest was nowhere near enough to anyone else, and the dragon was alone. In a moathouse adventure it wasn't used on the relatively easy fight outside and the tough fight inside people were too spread out.</p><p></p><p>The person who missed I think rolled like a 7 and 8... it happens. </p><p></p><p>Said white dragon has +6 to AC. If he's shooting for AC 17, he has a 50% chance of hitting. He has to hit with both attacks (25% chance) in order to trigger the bite, for its own 50% chance... so there is a 1 in 8 chance it'll do that much, yep. And he's one of the hardest hitting solos. On average, a weaken on him will prevent about 5 damage. Woo.</p><p></p><p>What do reach and dragon breath have to do with avoiding zones, conjurations, and flank? Or anything at all to do with shifting, for that matter?</p><p></p><p>It is true that dragon's breath is far less useful if you can't line it up on multiple targets and shifting is one of the easy ways to slowly line those up as you recharge... but I don't think it matters as much for this discussion.</p><p></p><p>Depends what you're fighting. If you're fighting non-Large opponents it often cuts off flank, which could matter quite a bit to the rogue.</p><p></p><p>I don't believe it does. The default duration of prone is 'Forever'. It's "cured" by standing. Prone until next turn doesn't prevent standing anymore than being poisoned prevents using ointment to remove it.</p></blockquote><p></p>
[QUOTE="keterys, post: 4370060, member: 43019"] Oh, sure - but back to the assumption that the powers are being used by those they're intended for :) If there's a melee striker, true 'nough. You might want to doublecheck - there are more 3Ws (or equivalent, or better) than 2Ws :) *shrug* Assumes the mob isn't able to do appreciable ranged and is more than 6 from a target. That's an underwhelming selection of events in my experience, and even if the Ranger kicks it off first round of the combat when folks are at max range it may excessively limit the melee PCs to avoid getting within range of the target. I'm willing to concede I might be underrating it, but slow gets pretty picked on (with good reason) as an effect type. For example, in Scalegloom Hall, a good use for it never came up. It was never particularly needed in any of the early fights, the wyrmpriest was nowhere near enough to anyone else, and the dragon was alone. In a moathouse adventure it wasn't used on the relatively easy fight outside and the tough fight inside people were too spread out. The person who missed I think rolled like a 7 and 8... it happens. Said white dragon has +6 to AC. If he's shooting for AC 17, he has a 50% chance of hitting. He has to hit with both attacks (25% chance) in order to trigger the bite, for its own 50% chance... so there is a 1 in 8 chance it'll do that much, yep. And he's one of the hardest hitting solos. On average, a weaken on him will prevent about 5 damage. Woo. What do reach and dragon breath have to do with avoiding zones, conjurations, and flank? Or anything at all to do with shifting, for that matter? It is true that dragon's breath is far less useful if you can't line it up on multiple targets and shifting is one of the easy ways to slowly line those up as you recharge... but I don't think it matters as much for this discussion. Depends what you're fighting. If you're fighting non-Large opponents it often cuts off flank, which could matter quite a bit to the rogue. I don't believe it does. The default duration of prone is 'Forever'. It's "cured" by standing. Prone until next turn doesn't prevent standing anymore than being poisoned prevents using ointment to remove it. [/QUOTE]
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