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Revised Monk Available in Compendium
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<blockquote data-quote="keterys" data-source="post: 5003085" data-attributes="member: 43019"><p>Most of the at-will/encounter changes have been because of being able to do overpowered things with 'em, annoyingly enough. Like at higher levels using multiple copies of an item for multiple encounter powers (Swiftshot & Quickdraw, for instance). And Bloodclaw and Reckless were just way too much, even if I do think they overnerfed Reckless.</p><p></p><p>More and more I like my idea of having most item powers be:</p><p>Item: You may use one item power per encounter (two at paragon, three at epic)</p><p></p><p>Still have some at-will stuff (Acrobat Boots) and daily stuff (Keoghtem's Ointment), but then the rest can be per encounter like:</p><p></p><p>Power (Item): Free Action. Use when you hit with a melee attack. That attack deals +5 damage.</p><p>Power (Item): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.</p><p>Power (Item): Free Action. Use when you hit with an attack. This attack bypasses any resistance (but not immunity) of its targets.</p><p>Power (Item): Free Action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects.</p><p></p><p>That and give out more conditional but always on bonuses like:</p><p>Property: Your attacks ignore any resistance of 5 or less.</p><p>Property: Increase the penalty you inflict by marking to -4 when an enemy attacks an ally adjacent to you.</p><p>Property: Your improvised melee and unarmed attacks are treated as +3 Proficiency weapons that deal 1d8 damage.</p><p>Property: When an attack would knock you prone, you can make a saving throw to avoid falling prone.</p><p></p><p>With most items preferably being a property and item power.</p><p></p><p>I'll get to test that out in my game that starts this Sunday, but I imagine it'll take me a while before I know if it helps.</p></blockquote><p></p>
[QUOTE="keterys, post: 5003085, member: 43019"] Most of the at-will/encounter changes have been because of being able to do overpowered things with 'em, annoyingly enough. Like at higher levels using multiple copies of an item for multiple encounter powers (Swiftshot & Quickdraw, for instance). And Bloodclaw and Reckless were just way too much, even if I do think they overnerfed Reckless. More and more I like my idea of having most item powers be: Item: You may use one item power per encounter (two at paragon, three at epic) Still have some at-will stuff (Acrobat Boots) and daily stuff (Keoghtem's Ointment), but then the rest can be per encounter like: Power (Item): Free Action. Use when you hit with a melee attack. That attack deals +5 damage. Power (Item): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn. Power (Item): Free Action. Use when you hit with an attack. This attack bypasses any resistance (but not immunity) of its targets. Power (Item): Free Action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects. That and give out more conditional but always on bonuses like: Property: Your attacks ignore any resistance of 5 or less. Property: Increase the penalty you inflict by marking to -4 when an enemy attacks an ally adjacent to you. Property: Your improvised melee and unarmed attacks are treated as +3 Proficiency weapons that deal 1d8 damage. Property: When an attack would knock you prone, you can make a saving throw to avoid falling prone. With most items preferably being a property and item power. I'll get to test that out in my game that starts this Sunday, but I imagine it'll take me a while before I know if it helps. [/QUOTE]
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