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	<title>Comments on: Have Battlerager Fighters Been Fixed?</title>
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		<title>By: Month in Review: July 2009 — Dungeon's Master</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-2500</link>
		<dc:creator>Month in Review: July 2009 — Dungeon's Master</dc:creator>
		<pubDate>Sat, 01 Aug 2009 16:05:35 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-2500</guid>
		<description>[...] Wizards of the Caost released an update in early July that had us asking Have Battlerager Fighters Been Fixed? [...]</description>
		<content:encoded><![CDATA[<p>[...] Wizards of the Caost released an update in early July that had us asking Have Battlerager Fighters Been Fixed? [...]</p>
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		<title>By: Scott</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1844</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Sun, 05 Jul 2009 21:25:59 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1844</guid>
		<description>Yeah, Rain of Blows was ridiculously good... so much so that many optimized Barbarian and even Ranger builds multiclassed into fighter just for that power.

The new version is still pretty good for a fighter power, but no longer better than strikers&#039; powers.

And BRV was just broken... especially in the hands of a dwarf.

I&#039;m surprised that Orb of Imposition wasn&#039;t clarified, though.  The obvious fix is to apply the penalty to only a single save -- just like the other implement mastery abilities apply to only a single roll.  Then the orb wizard gets a free &quot;power lasts an extra round,&quot; basically, instead of &quot;power lasts forever.&quot;</description>
		<content:encoded><![CDATA[<p>Yeah, Rain of Blows was ridiculously good&#8230; so much so that many optimized Barbarian and even Ranger builds multiclassed into fighter just for that power.</p>
<p>The new version is still pretty good for a fighter power, but no longer better than strikers&#8217; powers.</p>
<p>And BRV was just broken&#8230; especially in the hands of a dwarf.</p>
<p>I&#8217;m surprised that Orb of Imposition wasn&#8217;t clarified, though.  The obvious fix is to apply the penalty to only a single save &#8212; just like the other implement mastery abilities apply to only a single roll.  Then the orb wizard gets a free &#8220;power lasts an extra round,&#8221; basically, instead of &#8220;power lasts forever.&#8221;</p>
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		<title>By: Wyatt</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1812</link>
		<dc:creator>Wyatt</dc:creator>
		<pubDate>Sat, 04 Jul 2009 18:02:29 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1812</guid>
		<description>Rain of Blows was crying out for help indeed.

I haven&#039;t met most of these problems (though I have heard about them since Gleemax is always crying about it) because I don&#039;t usually allow material from anything other than stuff I make (Spirits of Eden) and the game core. I don&#039;t physically own any books outside the first set of PHB/DMG/MM and Adventurer&#039;s Vault, so I don&#039;t feel obligated to allow material from any other source. 

I will allow some things from newer books by petition of player (familiars for example, or a few powers), but ultimately I designed a campaign setting and its options so I could play the game I want, as I learned from D&amp;D 3.5 that I don&#039;t really enjoy a constantly mutating game unless I&#039;m the one holding the surgical instruments.
.-= Wyatt&#180;s last blog ..&lt;a href=&quot;http://spiritsofeden.wordpress.com/2009/07/03/spirits-of-eden-gets-errata/&quot; rel=&quot;nofollow&quot;&gt;Spirits of Eden Gets…Errata?&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Rain of Blows was crying out for help indeed.</p>
<p>I haven&#8217;t met most of these problems (though I have heard about them since Gleemax is always crying about it) because I don&#8217;t usually allow material from anything other than stuff I make (Spirits of Eden) and the game core. I don&#8217;t physically own any books outside the first set of PHB/DMG/MM and Adventurer&#8217;s Vault, so I don&#8217;t feel obligated to allow material from any other source. </p>
<p>I will allow some things from newer books by petition of player (familiars for example, or a few powers), but ultimately I designed a campaign setting and its options so I could play the game I want, as I learned from D&amp;D 3.5 that I don&#8217;t really enjoy a constantly mutating game unless I&#8217;m the one holding the surgical instruments.<br />
.-= Wyatt&#180;s last blog ..<a href="http://spiritsofeden.wordpress.com/2009/07/03/spirits-of-eden-gets-errata/" rel="nofollow">Spirits of Eden Gets…Errata?</a> =-.</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1808</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Sat, 04 Jul 2009 16:34:15 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1808</guid>
		<description>@Mike
I&#039;m not familiar with Hospitaler&#039;s Blessing but it sounds like you&#039;ve come up with a good solution that keeps the balance. As for Orb Wizards, I&#039;m going to agree with you there. The Wizard in my game is incredibly powerful. Thanks for the comment.

@Tim
I think those playing Battleragers will begrudge the fix, while everyone playing something else along with DMs everywhere will agree that changes were necessary.

@Tom
Was RoB really 2 attacks followed by 2 more attacks? Wow. This was one of those powers I wasn&#039;t really familiar with. If that&#039;s the case then I can see why Wizards amended the power. That&#039;s just crazy. Thanks for clearing that up.

As for BRV I wasn&#039;t sure if the temp hit points stacked any more. The new wording says &quot;... plus any temporary hit points normally granted by the power.&quot; Would that not include those provided by the Invigorating powers? I think you&#039;re right, but I just wasn&#039;t sure how to read that part.

@wickedmurph
You are correct; the extra dice (granted from magical weapons) are always rolled on a crit and are not maximized. The new version of this power gives you a little something extra (maximized extra dice) if you actually roll a crit.

@njharman
Excellent point. As with any game the rules are presented as a starting point and then it&#039;s up to the players to use or discard the ones they want to use. My group relies on the character builder so we&#039;re more inclined to just accept WotC&#039;s changes since they&#039;re eventually going to be incorporated into Character Builder updates. I don&#039;t think there are too many Battlerager Fighters out there that will forsake their PC because of these changes, but I&#039;d be very interested to hear from anyone considering it.

@Shades
I&#039;ve never read this power before now but it does seem remarkably powerful. I think your suggestion to make it a sustain, minor will make it a little bit more balanced.</description>
		<content:encoded><![CDATA[<p>@Mike<br />
I&#8217;m not familiar with Hospitaler&#8217;s Blessing but it sounds like you&#8217;ve come up with a good solution that keeps the balance. As for Orb Wizards, I&#8217;m going to agree with you there. The Wizard in my game is incredibly powerful. Thanks for the comment.</p>
<p>@Tim<br />
I think those playing Battleragers will begrudge the fix, while everyone playing something else along with DMs everywhere will agree that changes were necessary.</p>
<p>@Tom<br />
Was RoB really 2 attacks followed by 2 more attacks? Wow. This was one of those powers I wasn&#8217;t really familiar with. If that&#8217;s the case then I can see why Wizards amended the power. That&#8217;s just crazy. Thanks for clearing that up.</p>
<p>As for BRV I wasn&#8217;t sure if the temp hit points stacked any more. The new wording says &#8220;&#8230; plus any temporary hit points normally granted by the power.&#8221; Would that not include those provided by the Invigorating powers? I think you&#8217;re right, but I just wasn&#8217;t sure how to read that part.</p>
<p>@wickedmurph<br />
You are correct; the extra dice (granted from magical weapons) are always rolled on a crit and are not maximized. The new version of this power gives you a little something extra (maximized extra dice) if you actually roll a crit.</p>
<p>@njharman<br />
Excellent point. As with any game the rules are presented as a starting point and then it&#8217;s up to the players to use or discard the ones they want to use. My group relies on the character builder so we&#8217;re more inclined to just accept WotC&#8217;s changes since they&#8217;re eventually going to be incorporated into Character Builder updates. I don&#8217;t think there are too many Battlerager Fighters out there that will forsake their PC because of these changes, but I&#8217;d be very interested to hear from anyone considering it.</p>
<p>@Shades<br />
I&#8217;ve never read this power before now but it does seem remarkably powerful. I think your suggestion to make it a sustain, minor will make it a little bit more balanced.</p>
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		<title>By: Shades</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1800</link>
		<dc:creator>Shades</dc:creator>
		<pubDate>Sat, 04 Jul 2009 02:39:46 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1800</guid>
		<description>These are good changes for the most part. In particular we&#039;ve talked abot how broken the battlerager is on this board in the past. 

The one thing they&#039;ve missed that really needs to be adjusted is this:

&lt;i&gt;&lt;b&gt;Grasp of the Grave&lt;/b&gt;
Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes.

Daily        Arcane, Implement, Necrotic, Zone
Standard Action      Area burst 2 within 20 squares

Target: Each enemy in burst

Attack: Intelligence vs. Reflex

Hit: 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.

Miss: 1d10 + Intelligence modifier necrotic damage.

Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage and is dazed until the end of your next turn.&lt;/i&gt;

It&#039;s a Wizard level 5 daily from Dragon #372 and it is ridiculously powerful. It frustrates our DM no end (I&#039;m thinking about pre-emptively banning it in my Eberron game). This literally breaks encounters. Daze is such a powerful condition that as soon as it goes down, otherwise challenging encounters merely become a contest to see who can slide more badguys into the zone. 

To top it off, outside a few random powers, there&#039;s no way to get rid of it. It doesn&#039;t need to be sustained and it survives the death of the wizard. 

At a bare minimum it needs a sustain minor added onto it, if not more.</description>
		<content:encoded><![CDATA[<p>These are good changes for the most part. In particular we&#8217;ve talked abot how broken the battlerager is on this board in the past. </p>
<p>The one thing they&#8217;ve missed that really needs to be adjusted is this:</p>
<p><i><b>Grasp of the Grave</b><br />
Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes.</p>
<p>Daily        Arcane, Implement, Necrotic, Zone<br />
Standard Action      Area burst 2 within 20 squares</p>
<p>Target: Each enemy in burst</p>
<p>Attack: Intelligence vs. Reflex</p>
<p>Hit: 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.</p>
<p>Miss: 1d10 + Intelligence modifier necrotic damage.</p>
<p>Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage and is dazed until the end of your next turn.</i></p>
<p>It&#8217;s a Wizard level 5 daily from Dragon #372 and it is ridiculously powerful. It frustrates our DM no end (I&#8217;m thinking about pre-emptively banning it in my Eberron game). This literally breaks encounters. Daze is such a powerful condition that as soon as it goes down, otherwise challenging encounters merely become a contest to see who can slide more badguys into the zone. </p>
<p>To top it off, outside a few random powers, there&#8217;s no way to get rid of it. It doesn&#8217;t need to be sustained and it survives the death of the wizard. </p>
<p>At a bare minimum it needs a sustain minor added onto it, if not more.</p>
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		<title>By: njharman</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1797</link>
		<dc:creator>njharman</dc:creator>
		<pubDate>Fri, 03 Jul 2009 20:23:51 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1797</guid>
		<description>If you and your friends are having fun with the game as you play it why would you listen to anything WotC had to say.  Esp if it&#039;s gonna make you stop playing your character.  They&#039;re just a company, they don&#039;t control you, they shouldn&#039;t control how you enjoy the game.  

It&#039;s not like 4ed is an MMORPG where we all have to accept WotC nerfing our classes.
.-= njharman&#180;s last blog ..&lt;a href=&quot;http://trollandflame.blogspot.com/2009/07/pliosaur-is-science-talk-for-swims-well.html&quot; rel=&quot;nofollow&quot;&gt;Pliosaur is Science Talk for Swims Well has Big Teeth&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>If you and your friends are having fun with the game as you play it why would you listen to anything WotC had to say.  Esp if it&#8217;s gonna make you stop playing your character.  They&#8217;re just a company, they don&#8217;t control you, they shouldn&#8217;t control how you enjoy the game.  </p>
<p>It&#8217;s not like 4ed is an MMORPG where we all have to accept WotC nerfing our classes.<br />
.-= njharman&#180;s last blog ..<a href="http://trollandflame.blogspot.com/2009/07/pliosaur-is-science-talk-for-swims-well.html" rel="nofollow">Pliosaur is Science Talk for Swims Well has Big Teeth</a> =-.</p>
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		<title>By: wickedmurph</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1796</link>
		<dc:creator>wickedmurph</dc:creator>
		<pubDate>Fri, 03 Jul 2009 20:20:37 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1796</guid>
		<description>I&#039;m just starting an new campaign, and have both a warpriest of Tempus and a battlerager fighter in the party.  We haven&#039;t started yet, so I won&#039;t be able to compare, but I&#039;m a little confused about one thing on the Righteous Rage of Tempus power.

I thought with Crits, you always rolled the extra dice, and that they were never maximized.  The power is still quite good, it just is less good at low levels, and about the same or better once you have magical weapons.
.-= wickedmurph&#180;s last blog ..&lt;a href=&quot;http://kootenaygamer.blogspot.com/2008/10/incorporating-high-level-npcs.html&quot; rel=&quot;nofollow&quot;&gt;Incorporating High Level NPC&#039;s&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;m just starting an new campaign, and have both a warpriest of Tempus and a battlerager fighter in the party.  We haven&#8217;t started yet, so I won&#8217;t be able to compare, but I&#8217;m a little confused about one thing on the Righteous Rage of Tempus power.</p>
<p>I thought with Crits, you always rolled the extra dice, and that they were never maximized.  The power is still quite good, it just is less good at low levels, and about the same or better once you have magical weapons.<br />
.-= wickedmurph&#180;s last blog ..<a href="http://kootenaygamer.blogspot.com/2008/10/incorporating-high-level-npcs.html" rel="nofollow">Incorporating High Level NPC&#8217;s</a> =-.</p>
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		<title>By: Tom</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1795</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Fri, 03 Jul 2009 18:15:30 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1795</guid>
		<description>FYI on RoBs: It used to be 2 attacks, followed by a secondary for &lt;b&gt;each&lt;/b&gt;, assuming they hit. That meant 2-4 attacks, with str bonus. Now it&#039;s 3, assuming you meet the weapon requirment, without str bonus.

On BRV, it wasn&#039;t made clearer, it was changed. The temp HPs no longer stack at all, and no temps when monsters hit you.</description>
		<content:encoded><![CDATA[<p>FYI on RoBs: It used to be 2 attacks, followed by a secondary for <b>each</b>, assuming they hit. That meant 2-4 attacks, with str bonus. Now it&#8217;s 3, assuming you meet the weapon requirment, without str bonus.</p>
<p>On BRV, it wasn&#8217;t made clearer, it was changed. The temp HPs no longer stack at all, and no temps when monsters hit you.</p>
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		<title>By: Tim</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1794</link>
		<dc:creator>Tim</dc:creator>
		<pubDate>Fri, 03 Jul 2009 18:12:04 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1794</guid>
		<description>Thank goodness for the battlerager fix. The Dwarf in our party was nigh-indestructable. It unbalanced everything! He would be entertaining a pile of creatures while the rest of the party had the regular encounter, just to keep things decent.</description>
		<content:encoded><![CDATA[<p>Thank goodness for the battlerager fix. The Dwarf in our party was nigh-indestructable. It unbalanced everything! He would be entertaining a pile of creatures while the rest of the party had the regular encounter, just to keep things decent.</p>
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		<title>By: Mike</title>
		<link>http://dungeonsmaster.com/2009/07/have-battlerager-fighters-been-fixed/comment-page-1/#comment-1791</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 03 Jul 2009 16:59:49 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1946#comment-1791</guid>
		<description>I was surprised not to see two other additions to the errata:

1. I&#039;d have liked to see Hospitaler&#039;s Blessing, a power that drastically reduces the effectiveness of solo creatures, turned into a &quot;once per turn&quot; power. We&#039;ve houseruled it in my game and its still very effective this way. As an always-going ability, it completely negates the damage done by creatures who hit more than one target.

2. I hear lots of people describing Orb wizards as too powerful. Orb wizards with sleep seem particularly over-effective.
.-= Mike&#180;s last blog ..&lt;a href=&quot;http://slyflourish.com/dm-tips-june-2009-archive/&quot; rel=&quot;nofollow&quot;&gt;DM Tips: June 2009 Archive&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I was surprised not to see two other additions to the errata:</p>
<p>1. I&#8217;d have liked to see Hospitaler&#8217;s Blessing, a power that drastically reduces the effectiveness of solo creatures, turned into a &#8220;once per turn&#8221; power. We&#8217;ve houseruled it in my game and its still very effective this way. As an always-going ability, it completely negates the damage done by creatures who hit more than one target.</p>
<p>2. I hear lots of people describing Orb wizards as too powerful. Orb wizards with sleep seem particularly over-effective.<br />
.-= Mike&#180;s last blog ..<a href="http://slyflourish.com/dm-tips-june-2009-archive/" rel="nofollow">DM Tips: June 2009 Archive</a> =-.</p>
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