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Rules issues with Revenants
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<blockquote data-quote="Eric Finley" data-source="post: 4830645" data-attributes="member: 83401"><p>It's more that I'm looking at it by comparison to, say, the rogue's version. Perhaps it's simply that the rogue's version sucks. (Sounds good on paper, but in practice it's just +1 damage per Sneak Attack die, max twice, three times with Slaying Action.) In which case the ranger's version is more like +Con x (Party members + N), where N covers multiattacks, action points, and Minor action attacks etc. Which is brutal.</p><p></p><p>Depending on circumstances, the warlock's Cursed Reaping is more comparable to the ranger's, except that (a) it's not focused damage, which the ranger's version is, and (b) I would be okay with them having set up Reaper+Warlock for some synergy, esp. since Dex is pretty much a dump stat for most Warlocks. The ranger's version simply stands out to me as unquestionably more powerful than any of the other striker-reaping feats, without a good reason for being that way. (If it were limited to "if quarry is bloodied" or "not bloodied," or to "bloodied allies do extra dmg", or perhaps even more thematically "every ally who has failed at least one death save this encounter", something like that... then I'd be okay with it. But the unconditional damage is just too high IMO.)</p><p></p><p>The death save idea above prompts me to another thought, though... I think Wizards missed a trick when they used Death Save status so little in the design of the Revenant. Heck, I would be totally fine with the following feat in my campaign:</p><p></p><p>Nearer To The Gate - Heroic feat, Revenant only</p><p><em>For each failed death save you currently possess, add +1 to all your damage rolls. You may choose to roll a death save at any time as a free action. At Paragon tier, this increases to +2 per failed death save, and at Epic tier this goes up to +3.</em></p><p></p><p>If you ask me, this kind of thing would have made an <em>amazing</em> thematic key for more Revenant stuff than this.</p></blockquote><p></p>
[QUOTE="Eric Finley, post: 4830645, member: 83401"] It's more that I'm looking at it by comparison to, say, the rogue's version. Perhaps it's simply that the rogue's version sucks. (Sounds good on paper, but in practice it's just +1 damage per Sneak Attack die, max twice, three times with Slaying Action.) In which case the ranger's version is more like +Con x (Party members + N), where N covers multiattacks, action points, and Minor action attacks etc. Which is brutal. Depending on circumstances, the warlock's Cursed Reaping is more comparable to the ranger's, except that (a) it's not focused damage, which the ranger's version is, and (b) I would be okay with them having set up Reaper+Warlock for some synergy, esp. since Dex is pretty much a dump stat for most Warlocks. The ranger's version simply stands out to me as unquestionably more powerful than any of the other striker-reaping feats, without a good reason for being that way. (If it were limited to "if quarry is bloodied" or "not bloodied," or to "bloodied allies do extra dmg", or perhaps even more thematically "every ally who has failed at least one death save this encounter", something like that... then I'd be okay with it. But the unconditional damage is just too high IMO.) The death save idea above prompts me to another thought, though... I think Wizards missed a trick when they used Death Save status so little in the design of the Revenant. Heck, I would be totally fine with the following feat in my campaign: Nearer To The Gate - Heroic feat, Revenant only [I]For each failed death save you currently possess, add +1 to all your damage rolls. You may choose to roll a death save at any time as a free action. At Paragon tier, this increases to +2 per failed death save, and at Epic tier this goes up to +3.[/I] If you ask me, this kind of thing would have made an [I]amazing[/I] thematic key for more Revenant stuff than this. [/QUOTE]
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Rules issues with Revenants
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