Skill Powers and Power Creep

Jhaelen

First Post
There has been a discussion about PHB3 and if anything in it contributes to power creep. Back then, without having seen the skill powers I thought that skill powers might represent power creep.

Now I've read the PHB3 section on skill powers and I think they indeed represent power creep, maybe not alarmingly so, but it's there nonetheless.

In general the skill powers seem to be slightly weaker or more restricted than regular utility powers. Therefore it will probably be uncommon that someone uses the option to replace a regular utility power granted by his class(es) with a skill power.

Since you can also get them by spending a feat, things look different though.
Theoretically, you could gain up to 16(?) additional utility powers if you spend all your feats on them. That's pretty nice, assuming they're actually useful.

Now let's look a specific example:
Stirring Speech on page 167 is a Level 6 Daily Skill Power for characters trained in Diplomacy. It must be used while taking a short rest and affects all allies in a close burst 5.

Effect: Until the end of the next encounter, each target gains a +1 bonus to attack rolls and saving throws while not bloodied.

I believe that's a pretty obvious example of power creep:
- the bonus is untyped so it stacks with every other bonuses you might have. It's a good thing we got the new glossary entry about 'untyped bonuses', since otherwise, every pc in a party could take and use it to gain a +5 bonus for the next encounter...

- It also doesn't require any kind of action during the encounter itself and lasts for the entire encounter (minus rounds in which someone's bloodied).

- If the party happens to have a day without any encounters, the duration will extend into the next day, so you can actually benefit from it in two encounters on a given day. For example they will always have the bonus in the first encounter of a new adventure.

If two (or more) pcs are trained in Diplomacy, it should be relatively easy in most campaigns to get the bonus for every encounter.

Now what do you think? Is this an example of power creep or not?

Note, that there are several other skill powers which are really good, imho (e.g. a Level 2 At-Will Power for characters trained in Bluff to get rid of a mark as a minor action).

I very much like the idea of skill powers, since they're available for every character, regardless of class. Therefore they're an ideal way to pick up powers that aren't otherwise available to you (e.g. there are several ways to gain saving throws or spend healing surges, regain second wind or even get a 'third' wind for partys without leaders).

I know that I'd take lots of them since I love having more options available.

To recap: I'm not at all worried about the option to pick them to replace class utility powers (actually, many of them could actually use a slight power-up to be competitive choices).
But gaining them in addition to everything else by spending a single feat? I'm not sure if that was a good design decision.
 

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I don't have the PH3, yet. Does the feat states that it can be taken more than once? If no, A single (if useful) extra power don't scream power creep to me. There are already examples of feats that give or change existing powers. Just look at multi-class and bloodline feats.
 

I don't think its too much of a power creep. Domain, Bloodline, Style feats all add things to existing powers + some other minor benefits already.

Despite that, for a feat you gain a power that does what a feat would do but you would have to activate it. For example the level 2 at-will, you could picture being a feat that grants you a saving throw to get rid of marks at the beginning of your turn. Still the same potency as a feat just written slightly differently.

For the level 6 daily, picture it as a feat that said, Once per day during a short rest you can give your allies +1 att and +1 saving throws as long as they're not bloodied until the end of the next encounter. Again same potency as a feat would normally be just written as a power, so to me it seems fine.
 

The gain skill power feat doesn't have the caveat that you can take it more than once, so the general rule that you can't take the same feat more than once applies.

So a character can only gain one skill power via the feat.
 

The gain skill power feat doesn't have the caveat that you can take it more than once, so the general rule that you can't take the same feat more than once applies.

So a character can only gain one skill power via the feat.
Wow, interesting. I didn't think of that. What a bummer! That definitely puts things into perspective.
 

Remember as well that unless it says otherwise, a power lasts a maximum of 5 minutes. So you can't use it before an extended rest and get 2 "uses" out of it.
 

Remember as well that unless it says otherwise, a power lasts a maximum of 5 minutes. So you can't use it before an extended rest and get 2 "uses" out of it.
If that was true, the power would be utterly useless (barring the (hopefully) rare situation of 'buffing up' just before an encounter). Isn't that only the rule for powers lasting for an entire encounter?

Note that it says 'until the end of the next encounter', i.e. I'd interpret it to last until the end of the next encounter _or_ 5 minutes after the next encounter started.

On a slightly different topic, I guess, that means you can take the Hybrid Talent feat only once, too. I.e. the only way to get it twice is Paragon-Multiclassing. Meh! I was rather looking forward to eventuallypick up all the class features :(
 

Power creep?

Why would this be considered 'power creep'...? They are simply new options. They aren't glaringly any better than the options you currently have at this level. (I'm sure one of these feats, somewhere is glaringly better but anyway...) I personally like the skill utilities, but there aren't any that every character I make has to have.
An example of 'power creep' would be pre-nerfed Winged Horde. It is simply better than a similar option, to the point that there's very, very little reason to select the other option.
Later!
Gruns
 


Although it's likely that you can only take the feat once, I'm not sure it would be overpowered if you could. Though the OpChar people often go overboard, the general rule is clear: take one or two things and beef them up as far as you can go. Twin Strike, Hand of Radiance, crit fishing, etc.

By comparison, taking tons of skill powers would mean you can do lots of (relatively) ineffective things all day long. You can get the same effect to some extent by only taking Utility powers that have Encounter usage.

Personally, I love the concept of skill powers, as a mechanic and for my characters.

Oh yeah, a prediction: At some point we will see a Paragon Path that allows you to take the skill power feat one or more extra times.
 

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