Prayer Question - Cause Fear

Lacyon said:
The god isn't smiting his own. He's granting you the power to smite your foes. Periodically, he checks in to make sure you're using that power wisely.

Nah, I prefer to characterize it as the God's power, with the character just having the attention of said God due to particularly virtuous or otherwise saintly behavior (the details of what constitutes a "saint" being up to the god, of course). Prayers are requests for miracles that are routinely granted, with some exceptions whenever appropriate.

It depends on the campaign setting, of course.
 

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I think that an important part of this power could be its tactical value. Instead of moving to flank a party member and gain a benefit like sneak attack, an ememy's got to spend actions getting back into position. If a party member has gotten flanked, you can use cause fear to give them an opening to get away.
 

chitzk0i said:
I think that an important part of this power could be its tactical value. Instead of moving to flank a party member and gain a benefit like sneak attack, an ememy's got to spend actions getting back into position. If a party member has gotten flanked, you can use cause fear to give them an opening to get away.

I think chitzk0i is on the right track. The tactical use of it is what's important. Another example is If you can make the enemy move away, then the fighter goes after you, the fighter can go lock him down. If the enemy's blocking a path, you can get it out of the way. Certainly, this power can be made better with effective delaying/readying.

That said, it isn't really as dependable as the other powers of the same level. It's more situational, and doesn't do a whole lot by itself.
 

WotC_Logan said:
I think chitzk0i is on the right track. The tactical use of it is what's important. Another example is If you can make the enemy move away, then the fighter goes after you, the fighter can go lock him down. If the enemy's blocking a path, you can get it out of the way. Certainly, this power can be made better with effective delaying/readying.

That said, it isn't really as dependable as the other powers of the same level. It's more situational, and doesn't do a whole lot by itself.

So which way does it work then? Is it an immediate move, or a move on their turn?
 

We played it as an immediate move with the curious effect of allowing a fighter who takes an attack of opportunity to stop the scared bugger should he choose to.

On a side note one of my players rightly pointed out that the cleric is can't really do the job of "hit the baddie and buff the party" when an opponent has high defenses.
 

I find it useful to read 4e powers as literally as possible. Using that logic, the fear effect takes place immediately and the target moves its speed +2 squares away from the cleric. Its not forced movement per se, as the target still has control of how they move, but it has the same effect.
 

chitzk0i said:
I think that an important part of this power could be its tactical value. Instead of moving to flank a party member and gain a benefit like sneak attack, an ememy's got to spend actions getting back into position. If a party member has gotten flanked, you can use cause fear to give them an opening to get away.
Or even:

Wizard: "Holy crap, that monster broke past the fighter! He's coming right for me! Guys?! GUYS?!"
Cleric: "Not to worry, frail minister of fire. I got this one. FEAR MY GOD, MONSTER."
Wizard: "Exit, stage left."
 

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