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<blockquote data-quote="Skyscraper" data-source="post: 5601246" data-attributes="member: 48518"><p>Sure. The point you make is of course very valid and already acknowledged in this thread. But then, to have the II or IR trigger at that selected moment on your turn, you need to provoke an OA from the opponent. So you<em> pay a price</em> to get that advantage. In the example of Disruptive Strike that was given above, the price is clearly not worth what you reap from the II, as opposed to using it at another time.</p><p></p><p>D&D4E is all about that kind of strategy: when to use your stuff and, also, when to pay a price to hopefully get the upper hand in a daring move. This price may be provoking and OA such as when your rogue moves around an opponent to get Combat Advantage against that opponent. </p><p></p><p>(Anecdote: there were lengthy discussions a while back about whether PCs could push opponents into a PC-created Wall spell (such as a Wall of Fire). People referred to the rule of being pushed into a pit to claim that pushing into a wall should allow a saving throw. If not for the saving throw, the majority of people saw that combo as an unbalanced advantage since all of a sudden you could force Wall damage on a creature multiple times (on casting the spell, on pushing it in, then at the start of its turn when it is in the area of the spell). But in the end, it ends up being clearly stated in the FAQ that you can push a creature into Wall spell, provided you satisfy all other conditions. This, to me, is a clear advantage and a powerful combo. The Disruptive Strike example from above doesn't even compare.)</p><p></p><p>Back to the instant case, the question is: why are IIs and IRs not allowed during a PC's turn. The answer from people here is: it will break the balance! My question is: how? I have not seen yet an example in this thread of a significant imbalance resulting from use of an II or IR during a PC's turn as opposed to using it during a monster's turn. Which doesn't mean that there are no such examples, people here seem like they know their stuff. I'm looking forward to someone providing such an example. I'm not talking about a marginal, corner case, you get +2 to hit for a round but suffer an OA example; I'm talking about something significant in which the price you pay (the OA) is clearly worthwhile, such as making the opponent lose a turn. Hopefully this example exists before level 25.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5601246, member: 48518"] Sure. The point you make is of course very valid and already acknowledged in this thread. But then, to have the II or IR trigger at that selected moment on your turn, you need to provoke an OA from the opponent. So you[I] pay a price[/I] to get that advantage. In the example of Disruptive Strike that was given above, the price is clearly not worth what you reap from the II, as opposed to using it at another time. D&D4E is all about that kind of strategy: when to use your stuff and, also, when to pay a price to hopefully get the upper hand in a daring move. This price may be provoking and OA such as when your rogue moves around an opponent to get Combat Advantage against that opponent. (Anecdote: there were lengthy discussions a while back about whether PCs could push opponents into a PC-created Wall spell (such as a Wall of Fire). People referred to the rule of being pushed into a pit to claim that pushing into a wall should allow a saving throw. If not for the saving throw, the majority of people saw that combo as an unbalanced advantage since all of a sudden you could force Wall damage on a creature multiple times (on casting the spell, on pushing it in, then at the start of its turn when it is in the area of the spell). But in the end, it ends up being clearly stated in the FAQ that you can push a creature into Wall spell, provided you satisfy all other conditions. This, to me, is a clear advantage and a powerful combo. The Disruptive Strike example from above doesn't even compare.) Back to the instant case, the question is: why are IIs and IRs not allowed during a PC's turn. The answer from people here is: it will break the balance! My question is: how? I have not seen yet an example in this thread of a significant imbalance resulting from use of an II or IR during a PC's turn as opposed to using it during a monster's turn. Which doesn't mean that there are no such examples, people here seem like they know their stuff. I'm looking forward to someone providing such an example. I'm not talking about a marginal, corner case, you get +2 to hit for a round but suffer an OA example; I'm talking about something significant in which the price you pay (the OA) is clearly worthwhile, such as making the opponent lose a turn. Hopefully this example exists before level 25. [/QUOTE]
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