For reference: Stoplight ManFrankTrollman wrote:So "Time Mage" is a concept because I can use those two words and imply that the character has the power to speed things up, slow things down, possibly stop things or instantly hop from one place to another. That's intellectually complicated, but it's distillable into just two words.
4e complaining, 2010 style - split from Lago's Kickass etc.
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It's a one-power infinite loop!PHB3 wrote:Harmonious Thunder, Monk Daily Attack 1
Daily ✦ Implement, Psionic, Thunder
Standard Action, Melee touch
Target: One or two creatures
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier thunder damage.
Miss: Half damage.
Effect: When one of the targets takes damage, the other takes thunder damage equal to your Strength modifier. This effect lasts until the end of the encounter or until one of the targets drops to 0 hit points.
Last edited by A Man In Black on Sat Mar 06, 2010 10:28 am, edited 1 time in total.
That is hilariously dumb. +5 4re points for the the first retard to claim that is not an instant kill on two enemies.A Man In Black wrote:It's a one-power infinite loop!PHB3 wrote:Harmonious Thunder, Monk Daily Attack 1
Daily ✦ Implement, Psionic, Thunder
Standard Action, Melee touch
Target: One or two creatures
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier thunder damage.
Miss: Half damage.
Effect: When one of the targets takes damage, the other takes thunder damage equal to your Strength modifier. This effect lasts until the end of the encounter or until one of the targets drops to 0 hit points.
RC?
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- Serious Badass
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The effect line happens regardless of the attack roll, and in many case modifies the attack roll, so it presumably takes effect before the damage is rolled.
Of course, it ends when one of the targets dies, and it does its damage in small discreet units (your Strength Modifier). So even before we get into the fact that any critter with enough Thunder resist blocks it, the power only actually drops the enemy with the least hit points and severely damages the one with the most hit points.
The number of times you'll be able to get two elites into melee range and cause them both to instantly explode are going to be pretty rare. But it is crazy larger than any other damaging move that they have available. And it's just sort of obvious, since it generates its own trigger with its triggered effect.
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Of course, it ends when one of the targets dies, and it does its damage in small discreet units (your Strength Modifier). So even before we get into the fact that any critter with enough Thunder resist blocks it, the power only actually drops the enemy with the least hit points and severely damages the one with the most hit points.
The number of times you'll be able to get two elites into melee range and cause them both to instantly explode are going to be pretty rare. But it is crazy larger than any other damaging move that they have available. And it's just sort of obvious, since it generates its own trigger with its triggered effect.
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When everything is the same, one thing is as good as any other. So why not just cut the crap and spam the same moves party wide? And so they did.Crissa wrote:Why do they make abilities which always synergize best with themselves?
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