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Grading Daily Powers
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<blockquote data-quote="ChristopherA" data-source="post: 4748216" data-attributes="member: 80302"><p>I wrote up my estimate of level 5:</p><p> </p><p>A+: Consecrated Ground</p><p>A: Rain of Steel, Stinking Cloud</p><p>B+: Stand the Fallen</p><p>B+: Bigby’s Icy Grasp</p><p>B+: Spiritual Weapon, Weapon of the Gods</p><p>B: Fireball, Hallowed Circle, Hunger of Hadar</p><p>B-: Avernian Eruption</p><p>B-: Dizzying Blow, Frenzied Skirmish</p><p>C+: Sign of Vulnerability, Splintering Shot, Two-Wolf Pounce, Deep Cut, Villain’s Nightmare, Web</p><p>C: Excruciating Shot, Clever Riposte</p><p>C: Crack the Shell, Walking Wounded</p><p>C-: Rune of Peace, Martyr’s Retribution</p><p>D: Crown of Madness, Curse of the Bloody Fangs, Turning Point</p><p> </p><p>I think your rating of Martyr’s Retribution is inconsistent with the rest of your rating system. Normally you don't rate too highly for powers with high damage, but this power has just a slightly high damage with a penalty and you are rating it in the B category. You ranked it higher than Excruciating Shot, which does only 1W less damage and has a useful advantage instead of a significant disadvantage. And it certainly isn't remotely close to Jaws of the Wolf, which does significantly more damage, doesn't have a disadvantage, and is lower level.</p><p> </p><p>Although Spiritual Weapon and Weapon of the Gods are very good compared to most level 5 powers, I couldn't really put them in the A category, they just don't seem to totally unbalance the fight like Flaming Sphere or Rain of Steel.</p><p> </p><p>Fireball is weak by the standard of Wizard spells (for the classes to be balanced, controllers have to have better powers than other classes to make up for the low hit points and limited class features). But by the standard of other classes, I think the incredible area would make it a very solid damage-dealing power.</p><p> </p><p>The usefulness of a group healing power like Stand the Fallen depends on how your DM chooses to distribute the monsters’ attacks. In my campaign you can often find that at least 3 characters need healing, so Stand the Fallen rocks.</p><p> </p><p> </p><p>__________________</p><p>Come read my game design/analysis blog at: <a href="http://forums.gleemax.com/leaving.php?destination=http://gamedesignfanatic.blogspot.com" target="_blank"><span style="color: #0000ff">http://gamedesignfanatic.blogspot.com</span></a></p></blockquote><p></p>
[QUOTE="ChristopherA, post: 4748216, member: 80302"] I wrote up my estimate of level 5: A+: Consecrated Ground A: Rain of Steel, Stinking Cloud B+: Stand the Fallen B+: Bigby’s Icy Grasp B+: Spiritual Weapon, Weapon of the Gods B: Fireball, Hallowed Circle, Hunger of Hadar B-: Avernian Eruption B-: Dizzying Blow, Frenzied Skirmish C+: Sign of Vulnerability, Splintering Shot, Two-Wolf Pounce, Deep Cut, Villain’s Nightmare, Web C: Excruciating Shot, Clever Riposte C: Crack the Shell, Walking Wounded C-: Rune of Peace, Martyr’s Retribution D: Crown of Madness, Curse of the Bloody Fangs, Turning Point I think your rating of Martyr’s Retribution is inconsistent with the rest of your rating system. Normally you don't rate too highly for powers with high damage, but this power has just a slightly high damage with a penalty and you are rating it in the B category. You ranked it higher than Excruciating Shot, which does only 1W less damage and has a useful advantage instead of a significant disadvantage. And it certainly isn't remotely close to Jaws of the Wolf, which does significantly more damage, doesn't have a disadvantage, and is lower level. Although Spiritual Weapon and Weapon of the Gods are very good compared to most level 5 powers, I couldn't really put them in the A category, they just don't seem to totally unbalance the fight like Flaming Sphere or Rain of Steel. Fireball is weak by the standard of Wizard spells (for the classes to be balanced, controllers have to have better powers than other classes to make up for the low hit points and limited class features). But by the standard of other classes, I think the incredible area would make it a very solid damage-dealing power. The usefulness of a group healing power like Stand the Fallen depends on how your DM chooses to distribute the monsters’ attacks. In my campaign you can often find that at least 3 characters need healing, so Stand the Fallen rocks. __________________ Come read my game design/analysis blog at: [URL="http://forums.gleemax.com/leaving.php?destination=http://gamedesignfanatic.blogspot.com"][COLOR=#0000ff]http://gamedesignfanatic.blogspot.com[/COLOR][/URL] [/QUOTE]
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