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Plane Sailing

Astral Admin - Mwahahaha!
That's not what Plane Sailing is saying, I'm pretty sure.

He's saying that some of the benefits of the paragon "polearm master" are really the sorts of generic bonuses that a polearm specialist is going to want from level 1.

Yes, exactly.

In fact, I'd go as far as to say that this should just be a combination of new feats (mostly paragon, perhaps some heroic, perhaps some epic) and new powers which can be taken by anyone who wants to add some polearm specialisation to their portfolio, as it were.
 

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That One Guy

First Post
Yes, exactly.

In fact, I'd go as far as to say that this should just be a combination of new feats (mostly paragon, perhaps some heroic, perhaps some epic) and new powers which can be taken by anyone who wants to add some polearm specialisation to their portfolio, as it were.
Y'know... that's actually a pretty good idea. Anyone want to put that up in the houserules section?
 

Badwe

First Post
Feats allowing one to get brand new ways to fight is a very 3.x way of looking at character development. Remember this is not the 3.x fighter who has more feats than anyone and uses said feats to make himself unique. He has as many feats as other characters and gets to make a decision on powers at each level. In addition, said powers function differently, usually better, if he picks a particular weapon.

Sure, some weapons are just plain better than others. You might have to resign yourself to being sub-optimal in order to play in a style that compels you. The game is flexible enough that you can play in a somewhat suboptimal way, just to see what happens. Besides, the alternative, as someone pointed out, is homogenization or powercreep. Neither is as compelling as simply allowing some things to be slightly weaker than others. if the delta is low enough, just go with the flow.
 

frankthedm

First Post
PC defender gets a 9 [3x3] square box of defense on the battlefield regardless of weapon. Boosting it to a 25 [5x5] box would allow for far too much control unless the cost is incredibly high.
 


Cadfan

First Post
Exactly. Surely you all see this?

Jay
I see that just fine.

But being able to use Combat Challenge against someone one extra space away is not a problem. Its the sort of thing you are likely to assume you can already do, and then be quite surprised when you realize you cannot.

Lets make this clear-

If you're wielding a polearm, and you attack someone who's an extra space away, you know, you actually use your reach, then that target is marked. But if that target attacks someone other than you, you do not get to make your special Combat Challenge attack against them. They suffer the -2 penalty, but that's it.

Even the best of the best, those who take the polearm specialist paragon path, do not learn to do this until level 16.

There is nothing broken about allowing this at level 1. It doesn't suddenly give you huge amounts of control, or a 25 space interdiction area, because it only works against a target you just attacked. It messes up one guy. With encounter powers, maybe two, for one round.
 

bardon777

Explorer
PC defender gets a 9 [3x3] square box of defense on the battlefield regardless of weapon. Boosting it to a 25 [5x5] box would allow for far too much control unless the cost is incredibly high.


True 25 squares of control is great but he only gets that at level 12 and only once per day(with Reaching Stance). And since its a stance, he giving up several other really cool stances(1 stance actviated at a time). Longarm Grasp does not give near that control. Sure he can use combat challenge with reach but only on one target once per round(since its an immediate action).

I think it just made polearms fun but not OP.
 

Plane Sailing

Astral Admin - Mwahahaha!
Feats allowing one to get brand new ways to fight is a very 3.x way of looking at character development.

I disagree.

Look at Polearm Gambit, Shield Push, Flanking Manoeuvre... all of which give effectively brand new ways to fight, as they dramatically change what is possible.

Plus, if you look carefully, I suggest a combination of feats and new (weapon specific) powers.

Regards,
 

Bond James Bond

First Post
Yes, exactly.

In fact, I'd go as far as to say that this should just be a combination of new feats (mostly paragon, perhaps some heroic, perhaps some epic) and new powers which can be taken by anyone who wants to add some polearm specialisation to their portfolio, as it were.

But looking at the other PPs around, why exactly is the polearm master not worth its own PP?

I mean, many PPs (if not most) at this time are essentially "fighting style /weapon specialisations" as well. For example, any rogue would like to get the daggermasters abilities just over feats. Why is the polearm master different?
 


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