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New Divine Might [WOTC boards]
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<blockquote data-quote="jgsugden" data-source="post: 1228629" data-attributes="member: 2629"><p>You know, I don't consider this powered down. I consider it powered up.</p><p></p><p>In the DotF version of DiMi, the feat was only useful for about 1 rd per use anyway. Many rounds of the duration usually took place outside of combat. Some of the rds spent in combat didn't actually help the PC: Even if the PC did more damage, it didn't actually help the PC take that foe down faster because the increase in damage did not result in fewer attacks being needed to kill that foe. You couldn't know how useful it would be when you activated it because the combat situations were too remote to make a difference. You might activate this feat and charge into combat expecting to fight the big bad guy, but instead find yourself cut off by his army of minions en route and find the entire usage of the feat wasted because your normal attack damage was sufficient to take those enemies down by itself without the feat. Plus, you'd have lost the action used to activate the feat. Plus, the bad guy could delay the party a few rounds and then go into battle when the duration expired, resulting in the paladin either sacrificing a round of attacks to reactivate the feat or going without it.</p><p></p><p>In the CoWa version, the feat is activated round by round. If the paladin charges forward to face the big bad guy and gets caught in battle with the minions first, he doesn't need to start activating the feat until he thinks it will make a difference in that round of combat. A BBEG hiding behind his minions can't just wait out the duration of the feat.</p><p></p><p>When considered in these lights, I think this new version may in fact be more useful in a smart player's hands.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1228629, member: 2629"] You know, I don't consider this powered down. I consider it powered up. In the DotF version of DiMi, the feat was only useful for about 1 rd per use anyway. Many rounds of the duration usually took place outside of combat. Some of the rds spent in combat didn't actually help the PC: Even if the PC did more damage, it didn't actually help the PC take that foe down faster because the increase in damage did not result in fewer attacks being needed to kill that foe. You couldn't know how useful it would be when you activated it because the combat situations were too remote to make a difference. You might activate this feat and charge into combat expecting to fight the big bad guy, but instead find yourself cut off by his army of minions en route and find the entire usage of the feat wasted because your normal attack damage was sufficient to take those enemies down by itself without the feat. Plus, you'd have lost the action used to activate the feat. Plus, the bad guy could delay the party a few rounds and then go into battle when the duration expired, resulting in the paladin either sacrificing a round of attacks to reactivate the feat or going without it. In the CoWa version, the feat is activated round by round. If the paladin charges forward to face the big bad guy and gets caught in battle with the minions first, he doesn't need to start activating the feat until he thinks it will make a difference in that round of combat. A BBEG hiding behind his minions can't just wait out the duration of the feat. When considered in these lights, I think this new version may in fact be more useful in a smart player's hands. [/QUOTE]
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