FWIW, Prophecy of Doom from the Divine Oracle PP does something similar (allows for an auto-crit), so I don't think this is too far fetched of a power.Logos's Make It So: this power seems like it will be used for one thing only: crit-spamming. Giving out natural 20s will encourage crit-focused character builds that could get pretty ugly. Especially considering the relatively light number of hit points on most Zeitgeist enemies so far, this is a recipe for really one-sided fights. The first round of *every* fight includes a crit by some striker's encounter or daily, plus whatever striker damage-booster, plus whatever crit-focused weapon they've acquired? This could get ugly fast. I would either make it a daily or change the text to "you choose whether its first attack roll hits or misses."
The difference being that Prophecy of Doom converts a hit into a crit, making it slightly less abusive. You might really want your Assassin with a Vicious Weapon to be the one delivering the crit, but if he drops a 4 on the attack roll, it's not going to happen, and then when the Paladin hits he has to decide whether to use up the crit or leave it there for the much-higher damage potential of the rogue, but the rogue might miss and then the whole thing's wasted. Make it So just says "take the highest potential damage my party can deliver."FWIW, Prophecy of Doom from the Divine Oracle PP does something similar (allows for an auto-crit), so I don't think this is too far fetched of a power.!
Agreed. A little odd to use your Dexterity to argue philosophy but hey, that's 4e for you.-I would consider having all the powers from these paragon paths simply use "Your highest ability" instead of calling out Int, Dex, Cha, etc. That way any class can make use of these. That is the language most of the 4e powers use too, "Your highest ability". See powers like Wolfstone Frenzy and Sunspray Dance.
I felt that the ongoing 10 damage possible from the plane of fire was sufficient, especially since there's a lot of control options here. Most area burst powers I saw for PPs were 2d10+primary ability, which is about the same as 1d10+10. I could be convinced, though.-Heavenly Flare: I would add your stat to damage there, seems kind of weak with just the d10.
Clarified 'unattended object.' And yes, mechanical traps you're aware of are no longer a threat. But since I'm writing the campaign I know that we don't really have any mechanical traps in paragon tier.-Pathos of the Inanimate: How does this interact with items held by people? Can you pull people weapons away from them? Does this automatically let you bypass traps that you're aware of?
The idea is to keep the PC from handing his super-gun to an ally. And to give a nifty option if the party really needs to blow something up.-Mad Shootist: The explosive gun aspect of this PP seems harsh and can leave PCs weaponless.
Mostly it's useful for "everyone move 2 squares," and just has a few other possible perks.-Instant Boot Camp: This AP feature just seems like... it won't really see a lot of use. I'd consider scrapping it for something else. Your party wizard won't start suddenly melee attacking with a sword just because he has proficiency for a round.
"While you have an audience, you gain a +5 bonus on death saving throws, and whenever you bloody or drop an enemy you gain 5 temporary hit points." Clearer.-Crowd Effect: How long does the +5 death saving throws last? Is it always on? End of encounter? Etc, etc. Needs a duration.
I originally let you make an Intimidate check against bloodied enemies, but the whole "Intimidate them into surrendering" mechanic is kinda B.S.-Shock and Awe: The bit about "bloodied" reads awkwardly. I would take it out, and just let it be a -2 attack penalty for each of the posse members that hit.
Tweak: "If you spend a standard action to take a Total Defense, you also gain three additional martial dice as long as there is an enemy actively engaged in combat within 10 squares. You can have a maximum of ten dice in your martial pool at any time, and whenever you start a new encounter your total resets to three."-Combat Focus: I don't think anything stops a PC from spamming Total Defense while out of combat and saving those extra dice for their next combat. Also, almost no one would use Total Defense in actual combat, except for a very niche build.
I've called them Elementary Stances, and said you can have one elementary and one other stance active at a time.-Stances: Do these actually count as 'stances' since thats a term used in 4e. IE: Can a Knight use this PP and still be in their Fighter Stances?
I tried to make it weaker but slightly more flexible than the Essentials martial character Paragon Paths.-Polyhistor: Seems very strong overall, basic attacks have a lot going for them already.
Too bad. It's dumb that the game doesn't have it.-Close Stance: "Disarmed" is not a condition in 4e. 4e frowns upon being disarmed a lot.
Because you're too heavy and stuff breaks when you try to pull yourself up? The center of balance isn't good so you dangle too far out from the wall? Basically I wanted a trade off between Iron Man and Iron Monger.--Steam and Steel: A larger suit is worse at climbing? Why? Seems weird to me.
Look at how much damage it does. It's a "fire everything and hope it kills the bad guy" power.-Steam Blast: Harsh penalty (standard action to get your suit going again?)
I think I'll keep the more convoluted requirement for the sake of flavor.-Every Building a Welcoming Home: I would just say this gives you phasing and streamline the language.
I am considering tweaking minions in the compilation so they're the "two-hit" kind. Anything that does X damage (10 + level?) kills them. Otherwise the damage bloodies them, and any extra damage kills them.-Vision of the Fall: This insta-kills all minions on the board pretty much. Seems powerful.
Glad you like them! I'll be uploading the whole Expanded Player Guide text to the Gold Supporter's Forum soon, for folks to pick over and offer more suggestions. I really appreciate the feedback.Overall, these are very cool, and I'm very glad I kickstarted Zeitgeist. Looking forward to the future adventures!
Okay, duly noted.Showed the Steamsuit Pilot to my Technologist player, who is also a bit of a power gamer.
Response: "Activate and deactivate the suit as a free action? So, if we're up against something that dominates, I can deactivate at the end of my turn, and then activate again at the start of my turn. That way, if I get dominated, all it can force me to do on my first turn is re-activate the suit instead of attacking."
Last session, the followers of Chesimox attacked. The Constables put the camp on alert and ventured forth to battle the oncoming hoard. . .including 40 minions.-Vision of the Fall: This insta-kills all minions on the board pretty much. Seems powerful.
Its attack mode is to make a really low-damage attack against each enemy within 2 squares.Each phalanx consists of forty satyrs working in tandem, filling the space of a Huge creature. The unit needs only fill 9 contiguous spaces, and it can move through any opening an individual satyr could move through.
Any effect that deals at least 18 damage ‘kills’ the phalanx—wounding enough of the satyrs that the rest panic and disperse. Any lesser amount of damage bloodies the phalanx, or ‘kills’ it if it is already bloodied.