| Post/Author/DateTime | Post |
|---|---|
| Busted_Hump06-28-06, 10:45 AM | Okay so the Marshal Class originally had an ability to 'Grant Move Action' once per day (starting at level 4 I think?). It affected all allies within 30', but not the Marshal himself. Kind of like a "you guys get out of here, I'll distract the enemy" tactic if we were in big trouble, or if I acted first in initiative it could help to get the other guys into better combat postions (anyone care to flank?). It seemed cool enough, except that I almost killed our entire party twice when I used it. Part of that you can definitely attribute to "user error" since I'm not as experienced as the other BWC guys sitting at the table, but overall even when it did work, it didn't seem to have the affect that I was looking for. Given the option by the FactionMackey I subbed 'Adrenaline Boost' for 'Grant Move Action' and so far I've been really really impressed with it. Adrenaline Boost grants temporary HPs to all allies within 30', equal to my Marshal level and it doubles the temporary HPs for any ally who is below 50% of their HPs. Again it affects all allies, but not the Marshal. He inspires them to be healthier or something. Since this was just a very recent substitution, I've only had the opportunity to use it twice, but I've been very pleased with it (once it saved a cohort from going to -10 HPs, and the other time it bought some time for some struggling adventurers). I know there are a bunch of other substitutions out there for the other classes and you should definitely check them out. I for one would much rather help keep the party standing for just a few minutes longer, rather than let them move about for free one time. |
| ChristopherGroves06-28-06, 11:12 AM | "What my brother says is true ... the Grant Move Action is far more powerful for well-coordinated teams. As a member of the BWC you will not be guaranteed to deploy with the same group each time ... and confusion in the heat of battle can lead to unfortunate losses." "Another benefit of the substitution is the help it provides our 'forged brethren (like myself). We do not easily benefit from magical healing, requiring different magics to repair our bodies. The adrenaline boost, however, has been demonstrated successfully several times. My brother's insight and inspiration benefits the entire team regardless of race ... 'forged included." - Pilgrim |
| kiddoc06-29-06, 11:49 AM | I've been pretty impressed with Adrenaline Boost as well. I'm a huge GMA (grant move action) fan, particularly in tactical combat--but it really can be tough to use properly, especially in confined quarters, large scale combat situations, or in late combat. Those temp hitpoints increase by level, so they're useful both early on in levels and later--and having the double boost at half-HP makes them particularly helpful when you need them the most. I'm looking forward to seeing how some of the other PHBII class substitution features work out. I've actually written a few of them into the NPC's and the enemies you'll be facing in BWC adventures. |