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The Martialist - Looking for Feedback
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<blockquote data-quote="Alex319" data-source="post: 4657156" data-attributes="member: 45678"><p><em>Inspiring Assault</em></p><p></p><p>I would recommend making the "+2 bonus to attack rolls" be an effect line, not on the hit line. This makes the power more powerful, more in line with what a 9th level daily should be, and also makes it so you don't waste the daily if you miss.</p><p></p><p><em>Quick Combination</em></p><p><em></em></p><p><em></em>The problem with this power is that there is a well-known ambiguity in the rules as to what happens if you are dazed in the middle of your turn. One school of thought says that since dazed says that you can only take one action on your turn, then if you've already taken an action this turn (say by taking a move action to move into position), you can't take any more and your turn is over. Another school of thought says that your "set of actions" is calculated at the beginning of your turn, and that even if you get dazed in the middle, you can still complete your full set of actions. This rarely comes up in most games, because there are no interrupt powers that daze somebody (IIRC) and this can only happen with a readied action. However, this issue will come up nearly every time this power is used (unless it misses).</p><p></p><p>SUGGESTION: Make it stunned and not dazed, and decrease the damage a bit on the rest of the power to compensate.</p><p></p><p><em>Revenge for its Own Sake</em></p><p><em></em></p><p><em></em>I don't see much of anything wrong with this one other than the "if it misses, you've wasted a Daily" thing.</p><p></p><p><em>Sleeping Grasp</em></p><p><em></em></p><p><em></em>Do you mean to say "unconscious (save ends)"? Otherwise how do you get out of the unconsciousness? (In a WotC clarification related to the Sleep spell, they explicitly said that the only thing that ends something that sayd unconscious (save ends) is a save. You do not get out of unconsciousness by being attacked, taking damage, being slaped by your teammate, hearing a loud noise, or anything else.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4657156, member: 45678"] [I]Inspiring Assault[/I] I would recommend making the "+2 bonus to attack rolls" be an effect line, not on the hit line. This makes the power more powerful, more in line with what a 9th level daily should be, and also makes it so you don't waste the daily if you miss. [I]Quick Combination [/I]The problem with this power is that there is a well-known ambiguity in the rules as to what happens if you are dazed in the middle of your turn. One school of thought says that since dazed says that you can only take one action on your turn, then if you've already taken an action this turn (say by taking a move action to move into position), you can't take any more and your turn is over. Another school of thought says that your "set of actions" is calculated at the beginning of your turn, and that even if you get dazed in the middle, you can still complete your full set of actions. This rarely comes up in most games, because there are no interrupt powers that daze somebody (IIRC) and this can only happen with a readied action. However, this issue will come up nearly every time this power is used (unless it misses). SUGGESTION: Make it stunned and not dazed, and decrease the damage a bit on the rest of the power to compensate. [I]Revenge for its Own Sake [/I]I don't see much of anything wrong with this one other than the "if it misses, you've wasted a Daily" thing. [I]Sleeping Grasp [/I]Do you mean to say "unconscious (save ends)"? Otherwise how do you get out of the unconsciousness? (In a WotC clarification related to the Sleep spell, they explicitly said that the only thing that ends something that sayd unconscious (save ends) is a save. You do not get out of unconsciousness by being attacked, taking damage, being slaped by your teammate, hearing a loud noise, or anything else. [/QUOTE]
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