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<blockquote data-quote="Alex319" data-source="post: 4655007" data-attributes="member: 45678"><p><em>Disarm my Enemy:</em></p><p><em></em></p><p>The problem with PC power effects that disarm monsters is that monster stat blocks do not provide the information necessary to determine what happens if he is forced to make attacks without his weapon. Additionally, it is potentially extremely overpowered - if you hit with this power, then someone else pushes him one square, then someone else picks up the dropped weapon (which is not very hard to pull off at all - only one additional hit required, or automatic if you use Come and Get It, and the picking up the dropped weapon doesn't require a roll at all) you can basically cripple anyone in one shot - even a solo.</p><p></p><p>SUGGESTION: Replace "drops his weapon" with "is dazed until the end of his next turn," representing the fact that he has to scramble around to pick up his weapon (or regain his balance, in the case of monsters with natural weapons) and is thus vulnerable as well as not able to do as much.</p><p></p><p><em>Furious Flip:</em> It seems strange that the target still grants you CA even after he's gotten up from prone. Also the power seems alittle bit weak, more on the order of a level 1 encounter power.</p><p></p><p>SUGGESTION: Change the power to "1[W] + Strength modifier damage, and you slide the target to any square adjacent to you and knock him prone." This makes the power more unique, fits the flavor of the "flip" since you should be able to flip him over you, and makes it a little more powerful.</p><p></p><p><em>Pluck from the Sky:</em></p><p></p><p>This does not work as written, because it references the [W] value but it is not a weapon or IoD power. Presumably you are referring to the [W] value of the weapon that attacked you. However, monster stat blocks do not have [W] values for their weapons.</p><p></p><p>Also, one issue I noticed is that this effectively auto-blocks one ranged weapon hit per encounter. This kind of automatic blocking is probably too powerful. One suggestion,inspired by powers like Shield, might be to turn it into something like this:</p><p></p><p><strong>Trigger:</strong> An enemy hits you with a ranged weapon attack</p><p><strong>Effect:</strong> Gain a +4 power bonus on your defense against this attack. If this causes the attack to miss, then make an attack:</p><p>> <strong>Target:</strong> The creature that attacked you</p><p>> <strong>Attack:</strong> Dexterity vs. AC</p><p>> <strong>Hit:</strong> 1d10 + Dexterity modifier damage.</p><p></p><p>It might be a good idea to make this a utility power instead if you want to.</p><p></p><p><em>Study my Enemy:</em></p><p><em></em></p><p>See Quickleaf's comments.</p><p></p><p><em>All of the above:</em></p><p><em></em></p><p><em></em>Remember that any power that has a [W] in it must have either a weapon or IoD keyword so you know what to use for it.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4655007, member: 45678"] [I]Disarm my Enemy: [/I] The problem with PC power effects that disarm monsters is that monster stat blocks do not provide the information necessary to determine what happens if he is forced to make attacks without his weapon. Additionally, it is potentially extremely overpowered - if you hit with this power, then someone else pushes him one square, then someone else picks up the dropped weapon (which is not very hard to pull off at all - only one additional hit required, or automatic if you use Come and Get It, and the picking up the dropped weapon doesn't require a roll at all) you can basically cripple anyone in one shot - even a solo. SUGGESTION: Replace "drops his weapon" with "is dazed until the end of his next turn," representing the fact that he has to scramble around to pick up his weapon (or regain his balance, in the case of monsters with natural weapons) and is thus vulnerable as well as not able to do as much. [I]Furious Flip:[/I] It seems strange that the target still grants you CA even after he's gotten up from prone. Also the power seems alittle bit weak, more on the order of a level 1 encounter power. SUGGESTION: Change the power to "1[W] + Strength modifier damage, and you slide the target to any square adjacent to you and knock him prone." This makes the power more unique, fits the flavor of the "flip" since you should be able to flip him over you, and makes it a little more powerful. [I]Pluck from the Sky:[/I] This does not work as written, because it references the [W] value but it is not a weapon or IoD power. Presumably you are referring to the [W] value of the weapon that attacked you. However, monster stat blocks do not have [W] values for their weapons. Also, one issue I noticed is that this effectively auto-blocks one ranged weapon hit per encounter. This kind of automatic blocking is probably too powerful. One suggestion,inspired by powers like Shield, might be to turn it into something like this: [B]Trigger:[/B] An enemy hits you with a ranged weapon attack [B]Effect:[/B] Gain a +4 power bonus on your defense against this attack. If this causes the attack to miss, then make an attack: > [B]Target:[/B] The creature that attacked you > [B]Attack:[/B] Dexterity vs. AC > [B]Hit:[/B] 1d10 + Dexterity modifier damage. It might be a good idea to make this a utility power instead if you want to. [I]Study my Enemy: [/I] See Quickleaf's comments. [I]All of the above: [/I]Remember that any power that has a [W] in it must have either a weapon or IoD keyword so you know what to use for it. [/QUOTE]
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