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Walking wounded: Anyone else having problems with this power?
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<blockquote data-quote="CapnZapp" data-source="post: 4600933" data-attributes="member: 12731"><p>I might be wrong, but arent we talking past each other here?</p><p></p><p>As I see it, the power is fine if you use it within the encounter design boundaries set up by the DMG.</p><p></p><p>But possibly very overpowered if not.</p><p></p><p>That is, if you place your adventures in cramped dungeons its probably fine. </p><p></p><p>But if the adventurers can cripple the monster, then continously retreat from or follow the monster around with plenty of free space (that is, dozens and dozens of available squares in all directions) then IH can clearly see how this power is turned to a one-shot win power.</p><p></p><p>In which case Id suggest you add a (save at -4 ends) clause or somesuch. The chance of escaping the power doesnt need to be very large, because the main intent is for this to work as a DMs fudge clause: giving the DM a way to explain how the monster shook off the effect when its clear how it otherwise would ruin the encounter, the drama and or the plot.</p><p></p><p>(Another such suggestion would be "any healing removes the effect" and then give the monster some one off healing power. The suggestion to have the monster teleport away, effectively letting it escape from the encounter, even if the fight re-commences immediately thereafter is also a good one).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4600933, member: 12731"] I might be wrong, but arent we talking past each other here? As I see it, the power is fine if you use it within the encounter design boundaries set up by the DMG. But possibly very overpowered if not. That is, if you place your adventures in cramped dungeons its probably fine. But if the adventurers can cripple the monster, then continously retreat from or follow the monster around with plenty of free space (that is, dozens and dozens of available squares in all directions) then IH can clearly see how this power is turned to a one-shot win power. In which case Id suggest you add a (save at -4 ends) clause or somesuch. The chance of escaping the power doesnt need to be very large, because the main intent is for this to work as a DMs fudge clause: giving the DM a way to explain how the monster shook off the effect when its clear how it otherwise would ruin the encounter, the drama and or the plot. (Another such suggestion would be "any healing removes the effect" and then give the monster some one off healing power. The suggestion to have the monster teleport away, effectively letting it escape from the encounter, even if the fight re-commences immediately thereafter is also a good one). [/QUOTE]
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Walking wounded: Anyone else having problems with this power?
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