Power of Skill - is it as broken as I think it is?

Well, imho, while it may not be overpowered it is clearly out of line when compared with the other Domain Feats. That alone ie reason enough to consider modifying or not allowing it in a game. The alternative would be upgrading every other domain feat...

So, instead of having one cool domain power, your campaign will have none? I think most of the domain powers and feats are rather lackluster and not worth taking. So, having a pretty decent power that IS worth taking, but is also not overly powerful, makes the game more interesting imo. Just because the power is clearly better than other domains, it is not a good enough reason to ban it, but of course to each his/her own. With this logic, you should also be banning other feats that are clearly more powerful than others, like Weapon Focus/Mastery (+1 to hit/damage is obviously more way more powerful than say, a +4 to initiative). I'm playing an avenger, and so, instead of the old MUST-have feat of Melee Training (boring!), I now get this feat, which is super fun. Just my $.02.
 

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Just because the power is clearly better than other domains, it is not a good enough reason to ban it, but of course to each his/her own. With this logic, you should also be banning other feats that are clearly more powerful than others, like Weapon Focus/Mastery (+1 to hit/damage is obviously more way more powerful than say, a +4 to initiative). I'm playing an avenger, and so, instead of the old MUST-have feat of Melee Training (boring!), I now get this feat, which is super fun. Just my $.02.

Wow this is just bad logic. Weapon focus and mastery belong in a separate type of feat. The only thing that connects them is the fact that they are feats. The reasoning to ban one of a type because its more powerful than any other of the same type is solid.

If fighters were FAR and away the best defender. And no fighter could hold a candle to their ability, yes, I would ban the fighter. if a sword was just better than all other options, then yes I would ban it.

Also it is fair to say there may be situations in which this is untrue. If I think everything else in the category is underpowered, I might just buff everything else. But in this situation personally I would just change this feat to make it less powerful to bring it to par with all the others.
 

Wow this is just bad logic. Weapon focus and mastery belong in a separate type of feat. The only thing that connects them is the fact that they are feats.

As long as feats come out of the same basket for most people there is only one type of feat.... that said obviously somebody picking linguistics is targetting a different activity than weapon focus... but battle feats are pretty much battle feats to me... I do think that many of the other are lackluster.... so I guess that puts me in the group saying lets enhance them.
 

The hybrid rules are in beta testing, they are not the official rules right now. Personally, I cannot judge anything as overpowered if it depends on using a beta testing rule.

So, that leaves something like half-elf, or full multiclassing, which drastically cuts back on the potentials you're listing.

Build it without the hybrid rule, and then we can judge it.
 

Build it without the hybrid rule, and then we can judge it.

Hybrid is giving more than one of these at-wills as basic attacks (similar to the Sorceror getting his two at-wills out of one feat either reapers touch or the dagger one). So unless its the combination of two contributing to one another then I would say hybrid cant be singled out as a culprit.
 

Note my idea isnt actually to stodge through them to find and remove the shiney ones .
My idea is to always allow a cleric 1 of the other ones free. Giving is better than taking.
If you can define too effective feats compared to other domains.. make those normal feats.. change the name to protect the innocent...
like calling this one.
Instinctual Miracle Worker
and coming up with a replacement balanced more similar to the others.
 


With Quicksilver Stance you get those attacks as a move action replacement.
Quicksilver Stance is extremely powerful as is, the at-wills are just gravy.

Feral Armor grants you a burst 1 encounter power, all attacks with one of those at-wills.
I'm pretty sure this doesn't work. The claw attack "counts as a melee basic attack," but that doesn't mean it can be replaced with Power of Skill at-will anymore than you can replace Virtuous Strike with a Power of Skill at-will. The encounter power says specifically "using the claw attack granted by this armor," so that doesn't help, either.

This one combined with a reach weapon grants you reach 3 with those powerful at-wills.
The only at-will of those four that's really particularly powerful is Righteous Brand, but beyond that I'm not even sure this is a problem. They're at-wills.
 

Hybrid is giving more than one of these at-wills as basic attacks (similar to the Sorceror getting his two at-wills out of one feat either reapers touch or the dagger one). So unless its the combination of two contributing to one another then I would say hybrid cant be singled out as a culprit.


I'd just like to let you know that you are quoting someone else and attributing it to me.
 


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