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<blockquote data-quote="TikkchikFenTikktikk" data-source="post: 5335480" data-attributes="member: 67494"><p>I think I have a problem with this being a Wizard Utility 2 power (Heroes of the Fallen Lands, page 209).</p><p></p><p>I'm having a hard time articulating it. It doesn't "feel" right.</p><p></p><p>The crux of the power is the target gets a saving throw with a +5 bonus if it's your level or higher and -5 if its lower level. On a failed throw "the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property."</p><p></p><p>I don't think my problem is the effect. While the "aids you in anyway it can" is a little nebulous, overall there are a number of powers that let a character force an enemy to attack the enemy's allies or force a creature to answer its questions truthfully. Since I don't have a DDI account and don't have my books at hand: could someone cite these and compare and contrast to this power?</p><p></p><p>I think one of my problems is that this really, doesn't feel like a "power". This should be a ritual. Make it a short casting time ritual, but it should be a ritual. It has an explicit "Requirement: You must use this power outside a combat encounter." I don't understand what they are trying to do, forcing this ritual-shaped peg into a power-shaped hole.</p><p></p><p>Level 2 seems very early for this power. And 1d4 hours seems long. I think the earliest "force a creature to answer a question honestly" ritual is level 5. And that's grants just one question if I recall. Granted wizards are supposed to be exceptionally good at this stuff. The thought of a level 2 Wizard (Mage) encountering a mind flayer--or even Orcus for that matter--and having a 25% chance of instantly becoming BFFs for 4 hours rankles.</p><p></p><p>So, thoughts?</p></blockquote><p></p>
[QUOTE="TikkchikFenTikktikk, post: 5335480, member: 67494"] I think I have a problem with this being a Wizard Utility 2 power (Heroes of the Fallen Lands, page 209). I'm having a hard time articulating it. It doesn't "feel" right. The crux of the power is the target gets a saving throw with a +5 bonus if it's your level or higher and -5 if its lower level. On a failed throw "the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property." I don't think my problem is the effect. While the "aids you in anyway it can" is a little nebulous, overall there are a number of powers that let a character force an enemy to attack the enemy's allies or force a creature to answer its questions truthfully. Since I don't have a DDI account and don't have my books at hand: could someone cite these and compare and contrast to this power? I think one of my problems is that this really, doesn't feel like a "power". This should be a ritual. Make it a short casting time ritual, but it should be a ritual. It has an explicit "Requirement: You must use this power outside a combat encounter." I don't understand what they are trying to do, forcing this ritual-shaped peg into a power-shaped hole. Level 2 seems very early for this power. And 1d4 hours seems long. I think the earliest "force a creature to answer a question honestly" ritual is level 5. And that's grants just one question if I recall. Granted wizards are supposed to be exceptionally good at this stuff. The thought of a level 2 Wizard (Mage) encountering a mind flayer--or even Orcus for that matter--and having a 25% chance of instantly becoming BFFs for 4 hours rankles. So, thoughts? [/QUOTE]
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