FireLance
Legend
Let's try something constructive.
In some ways, the martial power source seems to be less flexible than the others because it lacks the convenient "it's magic!" handwave, and not everyone likes the idea of narrative-based explanations for martial effects.
You have been asked by WotC to write a set of flavor guidelines for the martial power source which will be used to guide the modification of current powers (errata) and the development of future powers. What would you like to have as your martial laws? Feel free to describe what you think martial powers should or should not be able to do, and how the martial power source should relate to various keywords and conditions, but avoid detailed mechanical rule-writing (I want to keep this in General and not get it slid to House Rules
).
Please keep your posts positive: if you disagree with another poster, don't tell him he's wrong - just state your own alternate opinion instead.
My own views are in the sblock. Read them before you post if you want, or come back and read them after you've posted if you don't want to be spoiled.
[SBLOCK]Martial powers should generally affect the user (personal range) or require the user to physically touch or manipulate the target in some way, e.g. hit it with a weapon. Rarely, a martial power may affect the target if it sees or hears the user. Such powers may be less effective (or ineffective) against blinded or deafened targets.
Martial attack powers deal untyped damage. Damage of other types should only be dealt because of special equipment possessed by the user.
Martial powers may provide the user with special movement capabilities, but these are still basically mundane: shifts, or bonuses and enhancements to (or even automatic successes with) Acrobatics, Athletics, Endurance, or Stealth checks, but no flight or teleportation.
Martial powers may allow the user to influence the actions of other creatures, but again, these should be basically mundane: what could conceivably be achieved through a Bluff, Diplomacy or Intimidate check, or possibly, through incredible luck.
Martial attack powers may impose most conditions, with the exception of dominated and petrified. Martial abilities may impose forced movement, but push effects should require physical impact or the Intimidate skill, while pull and slide effects should be limited to the user's reach or require the Bluff skill.
Martial powers should be more effective at providing temporary hit points than restoring hit points. Martial healing powers may represent adrenaline surges, renewed vigor and determination, or the ability to keep fighting despite wounds, and may require training in Endurance (if the power affects the user), Diplomacy or Heal.[/SBLOCK]

You have been asked by WotC to write a set of flavor guidelines for the martial power source which will be used to guide the modification of current powers (errata) and the development of future powers. What would you like to have as your martial laws? Feel free to describe what you think martial powers should or should not be able to do, and how the martial power source should relate to various keywords and conditions, but avoid detailed mechanical rule-writing (I want to keep this in General and not get it slid to House Rules

Please keep your posts positive: if you disagree with another poster, don't tell him he's wrong - just state your own alternate opinion instead.
My own views are in the sblock. Read them before you post if you want, or come back and read them after you've posted if you don't want to be spoiled.
[SBLOCK]Martial powers should generally affect the user (personal range) or require the user to physically touch or manipulate the target in some way, e.g. hit it with a weapon. Rarely, a martial power may affect the target if it sees or hears the user. Such powers may be less effective (or ineffective) against blinded or deafened targets.
Martial attack powers deal untyped damage. Damage of other types should only be dealt because of special equipment possessed by the user.
Martial powers may provide the user with special movement capabilities, but these are still basically mundane: shifts, or bonuses and enhancements to (or even automatic successes with) Acrobatics, Athletics, Endurance, or Stealth checks, but no flight or teleportation.
Martial powers may allow the user to influence the actions of other creatures, but again, these should be basically mundane: what could conceivably be achieved through a Bluff, Diplomacy or Intimidate check, or possibly, through incredible luck.
Martial attack powers may impose most conditions, with the exception of dominated and petrified. Martial abilities may impose forced movement, but push effects should require physical impact or the Intimidate skill, while pull and slide effects should be limited to the user's reach or require the Bluff skill.
Martial powers should be more effective at providing temporary hit points than restoring hit points. Martial healing powers may represent adrenaline surges, renewed vigor and determination, or the ability to keep fighting despite wounds, and may require training in Endurance (if the power affects the user), Diplomacy or Heal.[/SBLOCK]