Moment of Glory

As for minions, well I gave them a Damage Threshold so they stick around a bit longer, but generally I've moved to replacing them with simply designed, lower level monsters - replacing 5th level minions with 1st level standard monsters, for instance. I halve all monster hp so they still die quickly, but now they feel 'real'.
 

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It would seem my Cleric-Fu has been outed as weak. I submit.

Doesn't work for me, I can never be sure in advance exactly which players & PCs will be at each session, and I'm not good at nerfing encounters on the fly. Most importantly perhaps, I tend to run fairly 'realistic' sandbox games where there is often only 1 fight in an adventuring day, with an occasional 3-fight delve. Unless there's an obvious time pressure I'm not sure why PCs with an 'I-win Daily' would even want to fight more than 1 encounter/day, though.

But it's interesting to see other DM's approaches; helps me see that if WoTC isn't designing for my game, then I need to adapt their stuff accordingly. This applies to various reliably encounter-ending Dailies. Whereas these Dailies are apparently much less harmful in other sorts of campaigns.
What I'd probably do in a game like that(other than go mad, I hate irregular attendance) is to design each fight with a key element 'attached' to each possible character. So, for example, for our MoG Cleric, it might be a minion buffing field around a big bad, and say, 2-4 extra minions. If the MoG Cleric doesn't show up, I know what to cut.

I must say, though, if I ran 1 fight per adventuring day, I'd get tired of it, too. Along with most dailies, I imagine.
 

Most importantly perhaps, I tend to run fairly 'realistic' sandbox games where there is often only 1 fight in an adventuring day, with an occasional 3-fight delve. Unless there's an obvious time pressure I'm not sure why PCs with an 'I-win Daily' would even want to fight more than 1 encounter/day, though.

That right there causes more imbalances in a game than any one daily power. 4E is just not equipped well to deal with the 5 minute combat workday.
 

As a DM having seen this power in action: It's strong and very noticeable. Eve at early paragon it can still be. Daze and Stun effects are always annoying for players, so using more of it is just a kind of "annoyance" spiral. I am annoyed because my monsters don't do any damage, and react by annoying you with daze and stuns. I don't like it.

The Cleric in my campaign is actually using 3 first Level Daily powers at early Paragon Level, each giving significant boost to healing or resistance. I don't know remember their names now, unfortunately. It means he is even _really_ prepared for a single fight, or he can cover 3 encounters a day, which is usually pretty much the number of encounters you might get anyway (that is part of the campaign or play-group dynamic. We don't play as often as we used to, and expecting to remember which powers were active 2 months after the fight is a bit much. Notes get lost.)

Edit:
I also seem to remember the character has an item that can give you back a single power as a daily power. But I don't know if this applies to this power or one of his other abilities.

Possible Change
This is bound to collide with some other powers, but one change could be:
Until the end of the encounter, the target gains 5 temporary hit points at the end of its turn.

This will still negate a lot of damage, but not all of it. (The end of turn limitation ensures that this isn't a must-have for anyone that has to start his turn with temporary hit points for some kind of benefit.)

Alternatively:
Until the end of the encounter, the target gains Resist 5 while bloodied.
This kinda violates the spirit of the power, as the "moment of glory" only applies when you get seriously injured, but it means that players still take a significant amount of damage, and it encourages "gambling" - stay bloodied to take less damage, hoping no one will hit you too hard. The time a player character is bloodied, a lot of minions might already be dead.
 
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