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Holy crud! Divine Might is now a free action!
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<blockquote data-quote="Savage Wombat" data-source="post: 377906" data-attributes="member: 1932"><p>This is now relevant to my game - as one of the PCs took the feat, and another is going to as soon as his Paladin hits 3rd level.</p><p></p><p>It occurs to me that, as the Sage described it, the feat makes Weapon Spec. look sick, as soon as your CHA hits 16 or better.</p><p></p><p>Consider - with a 16 CHA you have 6 turning checks a day, and each use of Divine Might lasts 3 rounds. That's 18 rounds of +3 bonus damage per day - with any and all melee weapons.</p><p></p><p>Consider also that, by the intent of WotC's original designers, a day's adventuring should consist of about 4 fights - and a fight should last about 4 rounds. 16 rounds total.</p><p></p><p>So, under these particular circumstances, a paladin with Divine Might gets +3 to damage for effectively the whole fight, whereas the Fighter gets +2, and only with the one weapon. And this gets worse if the CHA goes up.</p><p></p><p>On the other hand, the feat does have the prereqs of not only Power Attack, but the Turning ability as well.</p><p></p><p>So I wonder if the nay-sayers aren't correct, and the only thing keeping this bad boy balanced is the need to "cast" the effect at the beginning of combat.</p><p></p><p>Has anyone heard any more about this debate? A link to the Wizards' Boards, perhaps?</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 377906, member: 1932"] This is now relevant to my game - as one of the PCs took the feat, and another is going to as soon as his Paladin hits 3rd level. It occurs to me that, as the Sage described it, the feat makes Weapon Spec. look sick, as soon as your CHA hits 16 or better. Consider - with a 16 CHA you have 6 turning checks a day, and each use of Divine Might lasts 3 rounds. That's 18 rounds of +3 bonus damage per day - with any and all melee weapons. Consider also that, by the intent of WotC's original designers, a day's adventuring should consist of about 4 fights - and a fight should last about 4 rounds. 16 rounds total. So, under these particular circumstances, a paladin with Divine Might gets +3 to damage for effectively the whole fight, whereas the Fighter gets +2, and only with the one weapon. And this gets worse if the CHA goes up. On the other hand, the feat does have the prereqs of not only Power Attack, but the Turning ability as well. So I wonder if the nay-sayers aren't correct, and the only thing keeping this bad boy balanced is the need to "cast" the effect at the beginning of combat. Has anyone heard any more about this debate? A link to the Wizards' Boards, perhaps? [/QUOTE]
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Holy crud! Divine Might is now a free action!
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