Hello
I'm thinking to use these new powers in my game. I'd love to hear your thoughts on whether they are balanced and would work well. The point is to give the players a couple of tactical choices supported by the mechanics. I'm doubting whether to give them for free to everyone or to require a feat to get them and would be specially interested to know your thoughts on that.
So, here they are.
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Jump Back Utility 1
You yield ground to avoid damage
At Will
Immediate reaction
Trigger: You are hit by a melee attack
Requirement: There is a movement legal square behind you
Effect: Take half damage. The attacker pushes you 1 square. If the square you move into is difficult terrain, you are prone.
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The point of this power is to simulate you jumping back when being attacked to avoid the attacker. It's at-will but very tactical because often you won't have a legal square behind you. It also gives a mechanic where you get a benefit to "cornering" your opponent or ganging up on him, because then he won't be able to use it.
Another option would be to have it work like this:
Immediate interrupt
Trigger: You are hit by a melee attack
Requirement: There is a legal square behind you
Effect: Get a +2 to relevant defense. The attacker pushes you 1 square. If the square you move into is difficult terrain, you are prone.
Which one would you think would work best? Is half damage or +2 to Def the proper modifier?
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Suppression Fire Utility 1
This is my square. There are many like it but this one is mine.
At Will
Standard Action Any attack
Target: One square within range
Effect: Until the beginning of your next turn, any creature entering your square gives you an Opportunity Attack at +2 to attack, even if the creature entered it by shifting or being forcefully moved.
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So you spend your standard action and threaten one square. It even works with ranged weapons or powers so a wizard could do it with his Magic Missile. This also allows for defensive formation tactics. A line of Fighters in a narrow passage could easily keep a lot of enemies at bay this way, because of their Combat Superiority. And it's very tactical since you only threaten one square.
I also wonder if the +2 to attack is balanced. It represents your increased chances to hit since you're focusing on attacking anything that enters that square. Maybe it would be more balanced if using it provoked OAs as well?
Thanks for any comments
. If anyone has links to other similar tactical powers, preferably powers that can be given to all combatants for free.
I'm thinking to use these new powers in my game. I'd love to hear your thoughts on whether they are balanced and would work well. The point is to give the players a couple of tactical choices supported by the mechanics. I'm doubting whether to give them for free to everyone or to require a feat to get them and would be specially interested to know your thoughts on that.
So, here they are.
---
Jump Back Utility 1
You yield ground to avoid damage
At Will
Immediate reaction
Trigger: You are hit by a melee attack
Requirement: There is a movement legal square behind you
Effect: Take half damage. The attacker pushes you 1 square. If the square you move into is difficult terrain, you are prone.
---
The point of this power is to simulate you jumping back when being attacked to avoid the attacker. It's at-will but very tactical because often you won't have a legal square behind you. It also gives a mechanic where you get a benefit to "cornering" your opponent or ganging up on him, because then he won't be able to use it.
Another option would be to have it work like this:
Immediate interrupt
Trigger: You are hit by a melee attack
Requirement: There is a legal square behind you
Effect: Get a +2 to relevant defense. The attacker pushes you 1 square. If the square you move into is difficult terrain, you are prone.
Which one would you think would work best? Is half damage or +2 to Def the proper modifier?
---
Suppression Fire Utility 1
This is my square. There are many like it but this one is mine.
At Will
Standard Action Any attack
Target: One square within range
Effect: Until the beginning of your next turn, any creature entering your square gives you an Opportunity Attack at +2 to attack, even if the creature entered it by shifting or being forcefully moved.
---
So you spend your standard action and threaten one square. It even works with ranged weapons or powers so a wizard could do it with his Magic Missile. This also allows for defensive formation tactics. A line of Fighters in a narrow passage could easily keep a lot of enemies at bay this way, because of their Combat Superiority. And it's very tactical since you only threaten one square.
I also wonder if the +2 to attack is balanced. It represents your increased chances to hit since you're focusing on attacking anything that enters that square. Maybe it would be more balanced if using it provoked OAs as well?
Thanks for any comments
