Insight
Adventurer
Xath said:As an Encounter Power, I could choose to do an extra d10 damage. Also, any time I critted, I could add an extra d6 to damage.
... and slows the target for 1 turn (no save).
Xath said:As an Encounter Power, I could choose to do an extra d10 damage. Also, any time I critted, I could add an extra d6 to damage.
Incenjucar said:I don't see a reason for it to last for longer or shorter than "the encounter"
ppaladin123 said:Well, in the games over the last few days the paladins have apparently sometimes just gone and sat in another room and left the monster to either attack allies and take damage or sit there and take damage (of course the paladin could probably be doing something more useful like actively attacking). I think people have trouble with that working given the name "divine challenge," i.e. it doesn't seem to fit the flavor of the power.
If he runs away, at some point you'd figure the paladin would no longer be part of the "encounter," and thus the power would end. They could do that by making sure the paladin is still attacking things (or the mark specifically) or that he is within a certain distance. I'm not sure....maybe just think of it as a magical aura and give a fixed radius within which it works?
Voss said:Well, you don't need to run away, or even leave the room, you can move across the battlefield to some place that particular enemy can't attack you. Flavor wise, it seems wrong, but rules wise, there isn't much reason not to take advantage of it.
Kraydak said:*snark mode on*
So, a paladin's greatest offense is when he isn't getting attacked. A paladin's defenses are (roughly) comparable to non-defenders against marked foes (-2 to hit). Think, what other advantage do defenders get? Extra healing surges! Paladins do striker like damage by debuffing multiple foes at once, and fulfill the defender role through turning *other* party members into defenders by buffing their defences and then giving them extra healing surges with lay-on-hands! It's brilliant!
*snark mode off*
I'm really not seeing any way to fix the thematic issue here. Unless the paladin class has strong abilities to restrict their opponent's movement later on in the class (and I'm guessing not as that seems to be the fighter's shtick), forcing the paladin to move towards/attack/generically do threatening things to an opponent restricts him to marking a single foe (if the enemies are mobile and don't stay clumped, and they have little reason to stay clumped). It also doesn't fix the potential work-around of a paladin shooting marked foes to maintain the mark (it's an attack!). As an added bonus for such a work-around, no shooting into melee penalty, and friendlies don't provide cover. *If* (conflicting reports) this issue only just arose, I'm predicting a nerfed-into-uselessness paladin, or coward-paladin tactics being just one of those 4e things.