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General Tabletop Discussion
*Pathfinder & Starfinder
Rain of Steel: Modifiers?
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<blockquote data-quote="MyISPHatesENWorld" data-source="post: 4834165" data-attributes="member: 65684"><p>It does what I said it does, not what I "seem to think" it does. What's with that?</p><p></p><p>Monsters take damage, then have a choice between making one attack and staying taking damage at the start of its next turn or make one attack and moving, not taking damage. One of them will be subject to a combat challenge attack if/when he attacks, which will be more of a threat because the monster will have already taken damage. </p><p></p><p>Your penalty/combat challenge/AO option means the enemy makes one attack with a penalty and stays, then make another attack with a penalty and stays, because there is no downside to staying put. None. -2 to hit or move and not be able to hit ally at all = no incentive to move. Take damage or move and not be able to hit ally at all = incentive to move. Your version actually encourages the monster to stay adjacent to your allies because it increases the damage of opportunity attacks, which are triggered in this situation (melee combatants adjacent to your allies) by movement.</p><p></p><p>Moving the damage to the end just allows all of the enemies to make an attack before taking damage. They have the same incentive to move as they did before, it just lets the monsters do damage before the PC. And, since they get that one attack before taking damage, they stay up for one attack's worth of damage longer, letting them make more attacks on your allies. </p><p></p><p>Some solos try to move away from Rain of Blows, if only to force the fighter into using a charge rather than one of his non-charge powers in combination with it. </p><p></p><p>It's a defender power. It isn't the best defender power for all situations and it may appeal to some people's playstyle or vision for their characters more or less than to others, but that's why there are other powers listed in the books.</p></blockquote><p></p>
[QUOTE="MyISPHatesENWorld, post: 4834165, member: 65684"] It does what I said it does, not what I "seem to think" it does. What's with that? Monsters take damage, then have a choice between making one attack and staying taking damage at the start of its next turn or make one attack and moving, not taking damage. One of them will be subject to a combat challenge attack if/when he attacks, which will be more of a threat because the monster will have already taken damage. Your penalty/combat challenge/AO option means the enemy makes one attack with a penalty and stays, then make another attack with a penalty and stays, because there is no downside to staying put. None. -2 to hit or move and not be able to hit ally at all = no incentive to move. Take damage or move and not be able to hit ally at all = incentive to move. Your version actually encourages the monster to stay adjacent to your allies because it increases the damage of opportunity attacks, which are triggered in this situation (melee combatants adjacent to your allies) by movement. Moving the damage to the end just allows all of the enemies to make an attack before taking damage. They have the same incentive to move as they did before, it just lets the monsters do damage before the PC. And, since they get that one attack before taking damage, they stay up for one attack's worth of damage longer, letting them make more attacks on your allies. Some solos try to move away from Rain of Blows, if only to force the fighter into using a charge rather than one of his non-charge powers in combination with it. It's a defender power. It isn't the best defender power for all situations and it may appeal to some people's playstyle or vision for their characters more or less than to others, but that's why there are other powers listed in the books. [/QUOTE]
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Rain of Steel: Modifiers?
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