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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5850684" data-attributes="member: 81104"><p>Quickleaf has said most of what I would, but here are a few other comments:</p><p> </p><p>Time's Erosion: </p><p> 1. What does "no character can benefit from another character's effects, including flanking" mean? Does that mean they can't be healed by another character? </p><p> </p><p> 2. Replace the words "even if" with "whether".</p><p> </p><p> 3. As writen, it really messes with "once per when you die" effects - which may or may not be a good thing. If the PCs have used such effects a lot already, that's not a problem - however, if they haven't, with this being the last and most epic of their battles, taking those away just seems like a "screw you - I'm taking away your fun stuff" move.</p><p> </p><p> </p><p>Wrinkle in Time:</p><p> While characterful, mechanically I really don't see the purpose of this power - as noted, its basically just a table wide teleport (though, unlike teleport, moving away from an adjacent PC will provoke). Why not just up his teleport range and describe it as him exploiting time?</p><p> </p><p>Not that its likely to come up, but why does he have truesight?</p><p> </p><p>Timeline Blade Empowerment:</p><p> Swapping out ALL his powers seems, well, overly complicated for both you as a DM and for the players. Rather, I would have any blade he picks up give him a new power (depending on the blade), and he could only have one such power at a time. Perhaps use the following language: "Once per turn as a free action he may pick up a Timeline Blade, or swap a Timeline Blade he is currently holdiing with a new one. He gains the power associated with the Timeline Blade he picks up, and loses the power associated with the Timeline Blade he was previously holding". </p><p> </p><p>Rewind Time:</p><p> As this is a rather huge nerf to characters who use zones (which are in turn typically dailies) I would make this a standard action.</p><p> </p><p>Time Stealing Blade:</p><p> As noted by Quickleaf, the wording of this (and its interaction with Time's Reward) is confusing. Additionally, even though he can use action points as interupts, isn't getting a minor (which can be used to attack) AND a standard better (or at least of similar power)? Personally, I would simply remove the "critical" language from this power - IMHO all it does is add complexity.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5850684, member: 81104"] Quickleaf has said most of what I would, but here are a few other comments: Time's Erosion: 1. What does "no character can benefit from another character's effects, including flanking" mean? Does that mean they can't be healed by another character? 2. Replace the words "even if" with "whether". 3. As writen, it really messes with "once per when you die" effects - which may or may not be a good thing. If the PCs have used such effects a lot already, that's not a problem - however, if they haven't, with this being the last and most epic of their battles, taking those away just seems like a "screw you - I'm taking away your fun stuff" move. Wrinkle in Time: While characterful, mechanically I really don't see the purpose of this power - as noted, its basically just a table wide teleport (though, unlike teleport, moving away from an adjacent PC will provoke). Why not just up his teleport range and describe it as him exploiting time? Not that its likely to come up, but why does he have truesight? Timeline Blade Empowerment: Swapping out ALL his powers seems, well, overly complicated for both you as a DM and for the players. Rather, I would have any blade he picks up give him a new power (depending on the blade), and he could only have one such power at a time. Perhaps use the following language: "Once per turn as a free action he may pick up a Timeline Blade, or swap a Timeline Blade he is currently holdiing with a new one. He gains the power associated with the Timeline Blade he picks up, and loses the power associated with the Timeline Blade he was previously holding". Rewind Time: As this is a rather huge nerf to characters who use zones (which are in turn typically dailies) I would make this a standard action. Time Stealing Blade: As noted by Quickleaf, the wording of this (and its interaction with Time's Reward) is confusing. Additionally, even though he can use action points as interupts, isn't getting a minor (which can be used to attack) AND a standard better (or at least of similar power)? Personally, I would simply remove the "critical" language from this power - IMHO all it does is add complexity. [/QUOTE]
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