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General Tabletop Discussion
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New Class Features in the DDI: Martial Powers Spoilers
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<blockquote data-quote="WalterKovacs" data-source="post: 4501777" data-attributes="member: 63763"><p>Notes:</p><p> </p><p>a - Tempest gives bonus to hit with certain weapon types [off-hand]. The damage bonus makes up for the smaller weapon die with off-hand, the twd makes up for losing a shield, etc So while it has more than weapon talent, I'm pretty sure it replaces that.</p><p> </p><p>b - Battlerager on the other hand might replace something else. It turns you from sticky to icky [for minions at least] so maybe you lose combat challenge or superiority? Either way, it effectively gives them DR/close-melee, so it isn't necessarily that hard to keep track of [if someone does LESS than your temp HP in damage, your temp HP goes back up to it's fixed ammount.] You have to make sure you keep ranged/area damage in account, but it's not like the temp will change often, it will be constantly reset to the same number. Also, minions are not the sole way of dishing out damage, and the damage of minions will increase over levels faster than the fighters CON.</p><p> </p><p>c - With specific keywords tied to what is "meant to stack", it's easier to keep things in check. Heck, not ONLY do you require the power have that keyword you ALSO need Battlerager Vigor. Only with those two conditions met do you get to stack, so it's a bit easier to see the effect. The basic idea is, a Battlerager Fighter is going to have temp hit points just about all the time ... so most powers that give him temp hits points aren't as good ... thus they are specific powers to make up for that.</p><p> </p><p>d - The Rogue thing definitely seems like it would replace the dagger/shuriken weapon talent. The strength bonus to certain attacks seems like it's meant to stack with brutal scoundrel instead of replace it.</p><p> </p><p>Just my thoughts.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4501777, member: 63763"] Notes: a - Tempest gives bonus to hit with certain weapon types [off-hand]. The damage bonus makes up for the smaller weapon die with off-hand, the twd makes up for losing a shield, etc So while it has more than weapon talent, I'm pretty sure it replaces that. b - Battlerager on the other hand might replace something else. It turns you from sticky to icky [for minions at least] so maybe you lose combat challenge or superiority? Either way, it effectively gives them DR/close-melee, so it isn't necessarily that hard to keep track of [if someone does LESS than your temp HP in damage, your temp HP goes back up to it's fixed ammount.] You have to make sure you keep ranged/area damage in account, but it's not like the temp will change often, it will be constantly reset to the same number. Also, minions are not the sole way of dishing out damage, and the damage of minions will increase over levels faster than the fighters CON. c - With specific keywords tied to what is "meant to stack", it's easier to keep things in check. Heck, not ONLY do you require the power have that keyword you ALSO need Battlerager Vigor. Only with those two conditions met do you get to stack, so it's a bit easier to see the effect. The basic idea is, a Battlerager Fighter is going to have temp hit points just about all the time ... so most powers that give him temp hits points aren't as good ... thus they are specific powers to make up for that. d - The Rogue thing definitely seems like it would replace the dagger/shuriken weapon talent. The strength bonus to certain attacks seems like it's meant to stack with brutal scoundrel instead of replace it. Just my thoughts. [/QUOTE]
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