I love skill powers.


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Until I can get my DDI sub back up, I'm not clued in to what skill powers are aside from what I've read on various forums. From that, it seems that they're just powers that you can choose instead of your class powers when you level up.

That's not very exciting.

If, however, they're powers you can swap out on a whim, then that is awesome and, I think, what the skills system needs to really bump the flavour up to 11.
 

That's not very exciting.

If, however, they're powers you can swap out on a whim, then that is awesome and, I think, what the skills system needs to really bump the flavour up to 11.

I respectfully disagree. I think it's very exciting that skills play a more prominent role in character creation. And I love that they didn't just stack more powerful options on top of what characters can already have. Heck if you have an optimized group it's already pointless to throw a level + (anything < 2) at them. I'd rather not they get 20 new utilities to use on whim just because they are trained in 5 skills.

I personally think there should be skill utility options available at all utility levels, and maybe there will be. I just really love the idea of more power options that are balanced for everyone to have.
 

One of my players showed them to me, and from what I saw they were really cool. I lament (a bit ;) ) because too many were combat-oriented, but if one focuses on the fiction first I don't think it's too big of a deal.

The bard in my game is going to take the one that heals a dying member... I forget its name.
 

One of my players showed them to me, and from what I saw they were really cool. I lament (a bit ;) ) because too many were combat-oriented, but if one focuses on the fiction first I don't think it's too big of a deal.

The bard in my game is going to take the one that heals a dying member... I forget its name.

I understand and condone the wish to want more non-combat oriented skill utility powers. (that's a thick sentence, :p) But I think this was at least partially an attempt to have skills be more relevant in combat. The awesome thing about skill utility options is that you can make billions of them and still have a relatively balanced system. Here's to hoping there will be both more skill power options FOR combat and for out of combat.
 

One of my players showed them to me, and from what I saw they were really cool. I lament (a bit ;) ) because too many were combat-oriented, but if one focuses on the fiction first I don't think it's too big of a deal.

They should be. The resources that you expend to get them (ie- utility powers) are combat resources
 

They should be. The resources that you expend to get them (ie- utility powers) are combat resources

Not strictly true.
There are many utility skills that have a fair bias toward non-combat use.

For instance:

Unseen Aid Sorcerer Utility 2
Invisible forces aid you in mysterious ways.
Encounter ✦ Arcane
Minor Action Personal
Effect: You gain a +2 bonus to a skill check you make this
turn.

and
Eyes of the Hawk Warden Utility 2
You call on the primal energy in your blood, allowing you to
find your foes like a keen-eyed hawk.
Encounter ✦ Primal
Minor Action Personal
Effect: You make a Perception check with a +10 power
bonus.
 
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