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Sure Strike.
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<blockquote data-quote="Cadfan" data-source="post: 4473234" data-attributes="member: 40961"><p>Reaping Strike's shtick is to increase damage, particularly to increase damage versus high armor class opponents. That's exactly what most people's versions of Sure Strike do. The danger is that, for some versions of Sure Strike suggested in this thread, I can crunch the numbers and tell your character whether Reaping Strike or Sure Strike is the "right" power for them. The other one then becomes a "false choice," something that it seems like you might want, but which is in fact a trap. You really only had one choice to begin with.</p><p></p><p>Which is the problem right now, and the reason Sure Strike isn't any good. It looks like an option, but secretly its not.</p><p></p><p>That's the reason I like Nifft's idea, although I'd probably power it down a little. Str v ac, 1[W], +2 power bonus on one attack roll of your choice versus this opponent until the end of your next turn. Unlike some others in this thread, I don't think it steps on the leader's toes, because its internal. You can't grant it to someone else in the group.</p><p></p><p>PS- some people have tossed out adding things like wisdom bonus to attack. Don't do this. It creates a weird scaling effect where at level 1 you might be attacking with an additional +2, but at level 30 you're attacking with an additional +6. And even if you compensate by not letting you add your strength bonus to damage, it still doesn't work right- because at level 30 you might be neglecting to add 8 points of damage, in exchange for a +6 to hit, on an attack that is doing dozens of points of damage. It turns Sure Strike into an absolute monster at higher levels, while leaving it crappy at low levels.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4473234, member: 40961"] Reaping Strike's shtick is to increase damage, particularly to increase damage versus high armor class opponents. That's exactly what most people's versions of Sure Strike do. The danger is that, for some versions of Sure Strike suggested in this thread, I can crunch the numbers and tell your character whether Reaping Strike or Sure Strike is the "right" power for them. The other one then becomes a "false choice," something that it seems like you might want, but which is in fact a trap. You really only had one choice to begin with. Which is the problem right now, and the reason Sure Strike isn't any good. It looks like an option, but secretly its not. That's the reason I like Nifft's idea, although I'd probably power it down a little. Str v ac, 1[W], +2 power bonus on one attack roll of your choice versus this opponent until the end of your next turn. Unlike some others in this thread, I don't think it steps on the leader's toes, because its internal. You can't grant it to someone else in the group. PS- some people have tossed out adding things like wisdom bonus to attack. Don't do this. It creates a weird scaling effect where at level 1 you might be attacking with an additional +2, but at level 30 you're attacking with an additional +6. And even if you compensate by not letting you add your strength bonus to damage, it still doesn't work right- because at level 30 you might be neglecting to add 8 points of damage, in exchange for a +6 to hit, on an attack that is doing dozens of points of damage. It turns Sure Strike into an absolute monster at higher levels, while leaving it crappy at low levels. [/QUOTE]
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