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Originally Posted by Landwalker
Since I don't have the world's strongest grasp on Powers, I hope you don't mind a couple of questions so that I know where the issues are coming from.
I was originally planning to give the ability the Malediction enhancement, but I didn't (and still don't) quite understand how that works. From B.106, "The value of Malediction depends on the range modifiers it uses." But the Inspire Courage ability doesn't use range modifiers, as far as I can tell—it's just an eight-yard emanation, period. So how would Malediction be priced in this situation?
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Emanation and Melee Attack+Aura both turn the affliction into something centered on the user. As such, there is no range to speak off (Once you add Area Effect, all targets in the area get the same effect). As such, pick Malediction 1 (the same that is used for melee afflictions)
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(I don't really care how it's priced for the Warchanter, but it's a valid PC ability as well, so the pricing could matter.)
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Obviously. If it was an NPC only thing, then you should simply stat it in plain English, and avoid worrying about how to build it.
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Where can I find this laid out? I guess what I'm confused about on this point is how to model "The Warchanter can use this ability one time per day, but the one use lasts as long as he Concentrates on it." That's how I ended up (erroneously, I see from a closer reading) on Requires Concentrate, but I don't see how the normal Malediction/Affliction/Whatever rules achieve that goal.
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First, I find the 1/day of D&D an artifact of the system. If you're dead set on keeping it, then the solution is to take Melee Attack, reach C; Aura; Limited Use, 1/Day; Requires Concentrate