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Hate or aggro rules in 4e
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<blockquote data-quote="Deverash" data-source="post: 3729861" data-attributes="member: 54903"><p>That's only about 4th level, without improving it with feats. The basis for balancing encounters in 3.5 is supposed to be 4 encounters per day of a EL equal to the average party level.</p><p></p><p></p><p>All of these have the same caveat that they will last for 5 rounds after whatever if preventing the performance.</p><p></p><p>You only have to grapple a stance user to stop the stance(it ends when he's immobile). There are several low level spells that will prevent someone from moving(animate rope, entangle, etc), which drops the stance.</p><p></p><p>I don't have my PHB with me atm, but I don't believe it's even a free action to maintain bardic music effect. If that's true, neither dazing nor stunning will be effective.</p><p></p><p>Calm Emotions is an interesting counter. And gives the spell another use other than stopping someone from raging.</p><p></p><p>One other point you may be effecting, is that the enemy must be within the threatened range of target. Which means, in almost every case, a simple 5' step will move them out of the effect of the stance.</p><p></p><p>Is the party bunched up around the IGG user to maximize the benefit? Doesn't that scream AE to you?</p><p></p><p>When I played a crusader, I found IGG useful, but not over powering. IN a typical setup, i could grant an effect +4 ac to one ally. If there were 3 of us that close together, we would have been AE'd, without a doubt. And, if there are multiple creatures, the two melee characters were generally desperately trying to stem the tide and protect the casters in the back. I actually found martial spirit to be FAR more useful, especially at low levels. When the creatures deal an average of 5 or 6 hps of damage, and martial spirit can heal 4 hps a round, even at first level, that was a huge boon.</p></blockquote><p></p>
[QUOTE="Deverash, post: 3729861, member: 54903"] That's only about 4th level, without improving it with feats. The basis for balancing encounters in 3.5 is supposed to be 4 encounters per day of a EL equal to the average party level. All of these have the same caveat that they will last for 5 rounds after whatever if preventing the performance. You only have to grapple a stance user to stop the stance(it ends when he's immobile). There are several low level spells that will prevent someone from moving(animate rope, entangle, etc), which drops the stance. I don't have my PHB with me atm, but I don't believe it's even a free action to maintain bardic music effect. If that's true, neither dazing nor stunning will be effective. Calm Emotions is an interesting counter. And gives the spell another use other than stopping someone from raging. One other point you may be effecting, is that the enemy must be within the threatened range of target. Which means, in almost every case, a simple 5' step will move them out of the effect of the stance. Is the party bunched up around the IGG user to maximize the benefit? Doesn't that scream AE to you? When I played a crusader, I found IGG useful, but not over powering. IN a typical setup, i could grant an effect +4 ac to one ally. If there were 3 of us that close together, we would have been AE'd, without a doubt. And, if there are multiple creatures, the two melee characters were generally desperately trying to stem the tide and protect the casters in the back. I actually found martial spirit to be FAR more useful, especially at low levels. When the creatures deal an average of 5 or 6 hps of damage, and martial spirit can heal 4 hps a round, even at first level, that was a huge boon. [/QUOTE]
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