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*Pathfinder & Starfinder
PHB1 Powers and Feats, as they'd be written today
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<blockquote data-quote="mneme" data-source="post: 4940061" data-attributes="member: 59248"><p>I think you're right. Actually, one wonders if a "Player's Handbook 1, 2nd edition" will be in the offing at some point.</p><p></p><p>Commander's Strike looks good, except for the melee range:</p><p></p><p>How about:</p><p></p><p><strong>Commander's Strike</strong></p><p>At-Will * Martial, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One Creature</p><p>Range: Melee</p><p>Effect: An ally of your choice makes a Basic Melee Attack against the target. On a hit, the ally deals extra damage equal to your Intelligence modifier.</p><p></p><p>I'm not sure where you were going with Twin Strike, since as mentioned, you didn't solve most of the real problems with it. I'd do:</p><p></p><p><strong>Twin Strike</strong></p><p>At Will * Martial, Weapon</p><p>Standard Action Melee or Ranged</p><p>Requirement: You must be wielding two melee weapons or a ranged weapon</p><p>Effect: Make two basic attacks with the qualifying weapons; if you are wielding two melee weapons, you must make one attack with each weapon. On a hit, you deal normal damage minus the ability bonus you added to your to-hit roll. You may not use powers that may be used as a basic attack on these attacks.</p><p></p><p>(intention: let heavy thrown weapons be used with Twin Strike using Strength. Let Twin Strike work with Melee Training. Really, I'm not sure that the last sentence is needed, but it would be a really big bump without it; as it is it makes some non-viable builds viable)</p><p></p><p>I agree with other responders that the -right- change to Weapon Focus is to add Implement Focus and call it a day; there's no reason that Implement wielders get singled out as not being able to get extra damage reasonably with feats, and Implement/Weapon wielders are worse; punished for having an interesting class. They're already largely screwed for damage at high levels by not having an Iron Armbands of Brokenness equivalent, by not having full (or, for pure implement users, any) use of Weapon Proficiency (I know this is coming), and by not having an equivalent to the to hit bump weapon users can get when making a weapon attack against NADs.</p><p></p><p>If anything, I'd not only drop the stat requirements on Elemental Foci; I'd be tempted to make them untyped bonuses--if you want to play tricks to make all your attacks radiant and get weapon focus + Astral Fire, that's just another 3 damage in epic, much less than the +1/w you get at minimum from a Superior weapon; if you want to try to get every element onto your attacks and take every elemental focus, you're still being way outdamaged for less effort by the melee users, so why not? (maybe make Astral Fire, etc only work when wielding an Implement (even when you're attacking with it as a weapon), to make the buy-in for non-implement wielders steeper).</p></blockquote><p></p>
[QUOTE="mneme, post: 4940061, member: 59248"] I think you're right. Actually, one wonders if a "Player's Handbook 1, 2nd edition" will be in the offing at some point. Commander's Strike looks good, except for the melee range: How about: [B]Commander's Strike[/B] At-Will * Martial, Weapon Standard Action Melee weapon Target: One Creature Range: Melee Effect: An ally of your choice makes a Basic Melee Attack against the target. On a hit, the ally deals extra damage equal to your Intelligence modifier. I'm not sure where you were going with Twin Strike, since as mentioned, you didn't solve most of the real problems with it. I'd do: [B]Twin Strike[/B] At Will * Martial, Weapon Standard Action Melee or Ranged Requirement: You must be wielding two melee weapons or a ranged weapon Effect: Make two basic attacks with the qualifying weapons; if you are wielding two melee weapons, you must make one attack with each weapon. On a hit, you deal normal damage minus the ability bonus you added to your to-hit roll. You may not use powers that may be used as a basic attack on these attacks. (intention: let heavy thrown weapons be used with Twin Strike using Strength. Let Twin Strike work with Melee Training. Really, I'm not sure that the last sentence is needed, but it would be a really big bump without it; as it is it makes some non-viable builds viable) I agree with other responders that the -right- change to Weapon Focus is to add Implement Focus and call it a day; there's no reason that Implement wielders get singled out as not being able to get extra damage reasonably with feats, and Implement/Weapon wielders are worse; punished for having an interesting class. They're already largely screwed for damage at high levels by not having an Iron Armbands of Brokenness equivalent, by not having full (or, for pure implement users, any) use of Weapon Proficiency (I know this is coming), and by not having an equivalent to the to hit bump weapon users can get when making a weapon attack against NADs. If anything, I'd not only drop the stat requirements on Elemental Foci; I'd be tempted to make them untyped bonuses--if you want to play tricks to make all your attacks radiant and get weapon focus + Astral Fire, that's just another 3 damage in epic, much less than the +1/w you get at minimum from a Superior weapon; if you want to try to get every element onto your attacks and take every elemental focus, you're still being way outdamaged for less effort by the melee users, so why not? (maybe make Astral Fire, etc only work when wielding an Implement (even when you're attacking with it as a weapon), to make the buy-in for non-implement wielders steeper). [/QUOTE]
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