Is "Shield" too powerful?

NOTE: I've updated my "hypothetical suggestions" post above.

Jump: Skill bonuses are deceptive. A +10 to a skill is a godsend for a skill challenge, that's pretty much an autosuccess. If we assume shield is a daily, then I would consider picking this up. Its one of those if I had it, I would find ways to use it. My biggest problem with shield is the wizard can't use it in combination with his own movement. Normally I'm jumping as part of a move to get somewhere. You can't do that with the power as written. If I could that, I would seriously consider adding this one to my arsenal.
Sorry Stalk, but I'm not sure I understand. Could you explain? (I've corrected my post to explain that you can use Jump on yourself, if that was the problem.)
 

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If Shield had a lower bonus but lasted for the whole encounter, it'd be a fine Daily.
That's an important point. In 4E, the general trend is: At-Wills are affecting the current turn. Encounter powers are worth about two turns (either by lasting effects with "until the end of your next turn" or by dealing more damage). Dailies however, have an effect for several turns (stuff with save ends and big damage powers) or even the entire encounter (powers with sustain or "until end of the encounter").

Not all powers are fitting into the scheme, but the good ones do (Flaming Sphere can turn an encounter around, Shield basically negates an enemy's turn).

Expeditious Retreat fits this scheme, it's two turn movement in one turn (if you still attack stuff) AND allows you to ignore OAs. If you want to get out of melee, you have to shift two or three times, even with not so persistent pursuers. But since it's "only" movement, it doesn't feel like a daily and more like an encounter power.

Cheers, LT.
 

NOTE: I've updated my "hypothetical suggestions" post above.

Sorry Stalk, but I'm not sure I understand. Could you explain? (I've corrected my post to explain that you can use Jump on yourself, if that was the problem.)

Let's say I'm a rogue jumping over a pit. Often I would move to the pit, jump the pit, and continue my move. As a wizard, I could ready an action to give the rogue a bonus on his jump.

But if I use the power, that's my move action. I would have to move up to the pit as my first move, and my second move would be to use the jump power. I would move as far as I jumped, and then would have to stop. When I use the power on myself I can't combine the jump with regular movement.
 

Jump: Skill bonuses are deceptive. A +10 to a skill is a godsend for a skill challenge, that's pretty much an autosuccess. If we assume shield is a daily, then I would consider picking this up. Its one of those if I had it, I would find ways to use it. My biggest problem with shield is the wizard can't use it in combination with his own movement. Normally I'm jumping as part of a move to get somewhere. You can't do that with the power as written. If I could that, I would seriously consider adding this one to my arsenal.

Current wording of jump:

Encounter
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Arcane
Move ActionRanged 10Target: You or one creature
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.

So it gives them a free move on your turn, basicly giving them a minimum 2 squares they can clear, more at higher levels. If only for the free move, it's not a bad power.
 


I don't see shield as a problem. In fact, our party wizard (admittedly, a disliker of 4e overall) saw it as pretty useless the first time he read it. It saved his bacon this last game. :)

However, if I start seeing 22nd level wizards still prepping shield, I'm going to start wondering if it's too good, because there are some pretty awesome utilities between 2nd and 22nd. :)
 

What happens if it is a Fort or Will attack? Do you tell the player that Shield won't work on this attack?
Definitely. Per the DMG, I'm obligated to do so - doing otherwise is a "gotcha" tactic. Besides, why would I want to make a player waste a power? It's less fun for him, and the goal is to have fun.

As to the "barely hit" syndrome, that is not information that the PCs have.

There are no "hits" in 4E until the very last attack. That one either kills or knocks a PC unconscious.
Hit points are an abstraction, but players always know their own HP score. Thus, you can tell whether an attack is going to miss, or get close enough to wear you down further. Also remember that Shield is an interrupt with a condition of "You are hit by an attack", so you can use it after you're hit to raise your AC and change that hit into a miss.

Hit points are not real damage. Hence, the PC is not "hit". Hence, he does not know that he is barely hit.
See above. Also, that attitude is not one that makes the game enjoyable to play. You seem to be rules-lawyering because you think the power is too effective. If it was a +1 bonus instead of +4, would you do the same thing?

The DM knows, but the PC does not know. If the PC does not know, the player should not know either.

The player knows that the PC was hit, but the PC really does not know that he ran out of a little luck or skill or resolve.
If someone swings a bat at me, and they miss, I'm pretty sure I'd know if I was lucky, or skillful, or resolute enough to avoid the blow. How many fantasy novels have you read where the main character is thinking, "I dodged that attack, but my luck is running out. It's only a matter of time until he gets me?" It's a pretty common facet of the genre.
 
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However, if I start seeing 22nd level wizards still prepping shield, I'm going to start wondering if it's too good, because there are some pretty awesome utilities between 2nd and 22nd. :)
Er, you don't trade out utility powers like you do with encounter or daily powers. At 22nd level, I'm pretty sure I'll still prepare shield, along with the utility powers gained at 6th, 10th, 12th, 16th, and 22nd level.
 

Er, you don't trade out utility powers like you do with encounter or daily powers. At 22nd level, I'm pretty sure I'll still prepare shield, along with the utility powers gained at 6th, 10th, 12th, 16th, and 22nd level.
This gentleman has the right of it.

Every PC of every class will have a level 2 utility power, and each one ought to remain useful at 22nd level.

Cheers, -- N
 

Er, you don't trade out utility powers like you do with encounter or daily powers. At 22nd level, I'm pretty sure I'll still prepare shield, along with the utility powers gained at 6th, 10th, 12th, 16th, and 22nd level.

Yeah, that's one of the things that bugs some of my fellow players about 4e, having to stick with the same power until the end of time bothers them a lot.
 

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