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Powers outside of combat?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5653680" data-attributes="member: 1165"><p>The bard's Words of Friendship power (and similar skill-boosting powers in the PH1) are <em>really</em> handy for such situations. In fact, I give a lot of minion NPCs (and a few social non-minions, like dune traders) similar powers. This lets them fool NPCs the PCs work with, withstand social skill challenges, etc.</p><p></p><p>Any sort of mind-control power can be handy, especially if it's open-ended. You could dominate someone and choose their actions, like forcing them to give an order or a speech. A great way to break into some place or solve a skill challenge (at least in the short term). One of my NPCs, a templar, has an encounter power called "Sudden Conscription" that forces a victim to choose between being dominated or taking ongoing damage ... and naturally he regularly uses this on lower-level NPCs and minions who are his political opponents. The power is <em>specifically</em> invisible so noone but the templar and victim knows it's being used. The bard's <em>vicious mockery</em> is tailor-made for mocking someone in any sort of political situation - IMO, it should apply to skill checks as well as attack rolls.</p><p></p><p>IMO, there should have been mind-reading powers in the PH3 (maybe I missed some of them) which you could also use in a conversation/skill challenge/verbal/social confrontation.</p><p></p><p>I don't know if there's any skill-hampering powers, but there should be.</p><p></p><p>What sort of sustain minor powers were you thinking of? If the situation warrants, and the power is an encounter and not a daily power, I don't think it's a huge harm to the game if a PC can continually sustain it. You might want to call for Wisdom or Constitution checks to avoid distractions or physical or mental exhaustion after they've been doing something for "too long" though.</p><p></p><p>I agree with earlier remarks that the PC or NPC should have to take a 5 minute rest before they can recharge an encounter power.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5653680, member: 1165"] The bard's Words of Friendship power (and similar skill-boosting powers in the PH1) are [i]really[/i] handy for such situations. In fact, I give a lot of minion NPCs (and a few social non-minions, like dune traders) similar powers. This lets them fool NPCs the PCs work with, withstand social skill challenges, etc. Any sort of mind-control power can be handy, especially if it's open-ended. You could dominate someone and choose their actions, like forcing them to give an order or a speech. A great way to break into some place or solve a skill challenge (at least in the short term). One of my NPCs, a templar, has an encounter power called "Sudden Conscription" that forces a victim to choose between being dominated or taking ongoing damage ... and naturally he regularly uses this on lower-level NPCs and minions who are his political opponents. The power is [i]specifically[/i] invisible so noone but the templar and victim knows it's being used. The bard's [i]vicious mockery[/i] is tailor-made for mocking someone in any sort of political situation - IMO, it should apply to skill checks as well as attack rolls. IMO, there should have been mind-reading powers in the PH3 (maybe I missed some of them) which you could also use in a conversation/skill challenge/verbal/social confrontation. I don't know if there's any skill-hampering powers, but there should be. What sort of sustain minor powers were you thinking of? If the situation warrants, and the power is an encounter and not a daily power, I don't think it's a huge harm to the game if a PC can continually sustain it. You might want to call for Wisdom or Constitution checks to avoid distractions or physical or mental exhaustion after they've been doing something for "too long" though. I agree with earlier remarks that the PC or NPC should have to take a 5 minute rest before they can recharge an encounter power. [/QUOTE]
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