Walking Wounded

Mercurius

Legend
Why is there no saving throw to end this effect? It seems ridiculously over-powered. For those not familiar with it, here is the description from the Compendium:

2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement.Miss: Half damage, and the target is not knocked prone.

So a 5th level rogue could hit a higher level creature and it would fall down at the end of each movement for the rest of the encounter, no matter what! That could include a dragon or a powerful undead creature, etc. To me it just doesn't make sense.

Or is this a bigger deal than it sounds?
 

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It can avoid the effect by moving less than its full speed, which is often still more than slowed, so it's not as terrible a penalty as you might think. Also, it's less useful considering that most monsters at least have one ranged option at their disposal, plus the fact that there are likely at least two people in the party who need to be in the monster's grill to do their jobs (Not the least of which being the Rogue who applied this effect).

It's a great way to neuter a skirmisher though.

Edit: It's also a daily power, so it's not THAT crazy. Did you forget all those powers where people are doing 3-4 W in one hit or ones like Blade Cascade that can get up to the equivalent of 10 W?
 
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I see no problem with it. Only against a melee brute is it really good, or maybe a skirmisher.

On a player it would be far more effective.
 

1) he has to hit for the "fall prone on movement" to work. So, not likely versus monsters of much higher level.

2) They can just move a bit slower, and not fall prone. So, it's not even as bad as slowing them for the encounter.

3) it's a daily.
 

It's not overpowered considering most monsters don't usually move far once combat gets going. Save that puppy for the flying beasty to make sure it doesn't take off into the air out of reach.
 

Daily powers often produce effects that last the entire encounter. Typically by buffing the PC, but in this case, by hindering the enemy. The effect is one that can be avoided and isn't too extreme anyway, so I don't see any real balance issues with it.
 


It's got potential to be a problem against solo skirmishers. And I generally disapprove of effects that make fights more static; I like it when people can move around a lot.

However, it doesn't scream "BROKEN!" or anything.
 


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