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Originally Posted by TheWhitefire
Except that it does limit and hurt Leader options such as those of a Warlord who rely on the RBA (if an archer warlord) and MBAs (literally every other warlord) of their allies.
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So does denying strong RBAs and MBAs to all other roles. Again, I don't think this is an adequate argument for handing out Melee Training to Strikers. A strong MBA for a Striker is not nearly as crucial as it is for a Defender. While an BA granting Leader makes their case more compelling, it does not obviate this fact (besides being a particular case in spite of the archetype's popularity). Defenders need it to effectively fulfill their role as a rule; Strikers do not.
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As for Boon items, you're right that they're not "one shot". However, they can't be purchased or created the way standard slot-items can. They MUST be given by the GM, meaning that the GM should only be including these items if he thinks his game can handle it. Also, they should never include enhancement bonuses (they can grant item bonuses, meaning that the bonuses do not stack with slot items), using their powers still counts against magic item uses per day, and they should only last about 5 levels. Limiting the power of boons will kind of hurt their story power. Boon alternative rewards are meant to be tightly tied to the story of your over all game. They're not meant to be just standard treasure doled out after slaying a dragon, unless slaying that dragon was part of an epic quest you were put on by your deity.
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Could you cite the rules section which explicitly states that only a DM can hand out and issue alternate rewards?
Second iteration:
Bull Rush - Attack
You hurl yourself at your foe and push it back.
At-Will ✦
Standard Action - Melee touch
Target: One creature. You cannot target enemies with phasing if you don't have phasing.
Attack: Strength +3/6/9 vs. Fortitude
Hit: You push the target 1 square plus 1 square for every 2 points your attack roll beat the target's defense by. You shift 1 square into the space the target left each time you push the target 1 square in this way. If you cannot, you cannot push the target any further. If you exceed the target's defense by 5+, you can choose to knock the target prone. You cannot push the target more squares in this way than your speed.
Grab - Attack
You reach out and grasp your foe, preventing it from moving.
At-Will ✦
Standard Action - Melee touch
Requirement: You must have a hand free.
Target: One creature. You cannot target enemies with phasing if you don't have phasing.
Attack: Strength +3/6/9 vs. Fortitude. The target gains a +5 bonus to its defense for each size category it is larger than you beyond the first. You automatically hit willing allies and targets that can't take actions.
Hit: You grab the target until the end of your next turn, or until the target gains phasing while you don't have phasing. The target has a +5 bonus on all checks to escape this grab for each size category it is larger than you beyond the first. You can end the grab as a free action.
Sustain Minor: The grab persists per the hit clause.
Grabbed: A grabbed creature is immobilized until the grab ends. The grabbing creature can perform the following actions against a creature it's grabbing:
Drag - Attack
You lurch your foe about.
At-Will ✦
Move Action - Melee touch
Target: One creature you are grabbing. You cannot target enemies with phasing if you don't have phasing.
Attack: Strength +3/6/9 vs. Fortitude. The target gains a +5 bonus to its defense for each size category it is larger than you beyond the first. You automatically hit willing allies and targets that can't take actions.
Hit: You move up to half your speed and pull the target with you. You and the target don't provoke opportunity attacks against each other for moving in this way. If you hit by 5+, or succeed on a Strength check against an Easy DC of the target's level if you automatically hit, you can move your full speed instead.
Pin - Attack
You force your opponent to the ground.
At-Will ✦
Standard Action - Melee touch
Target: One creature you are grabbing. You cannot target enemies with phasing if you don't have phasing.
Attack: Strength +3/6/9 vs. Fortitude. The target gains a +5 bonus to its defense for each size category it is larger than you beyond the first. You automatically hit willing allies and targets that can't take actions.
Hit: You and the target fall prone and neither of you can stand from prone until your grab on the target ends. You don't grant combat advantage to the target for being prone.
A grabbed creature can perform the Escape action:
Escape
You pry free from your opponent's grasp or slip through its fingers.
At-Will ✦
Move Action - Personal
Target: The creature or game element grabbing you
Effect: Make an Athletics check against the target's Fortitude or an Acrobatics check (or the DC provided with the Grab if any) against the target's Reflex. On a success, the target's grab on you ends and you can shift 1 square.
These rules replace Grab's 'move a grabbed target' option, replace the Escape option and redefine the Grabbed condition.
Why? Makes the Grab and Bull Rush options less situational and more interesting to use. Improves verisimilitude by preventing grabs on targets with phasing while you don't have phasing.