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5E imbalance: Don't want to play it
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<blockquote data-quote="Jester David" data-source="post: 6261573" data-attributes="member: 37579"><p>Facing is a pretty big part of most other tactical miniature games. If making a rules module just for serious fans of tactical miniature combat having elements like Facing are actually a good idea. Rather than just getting a bonus for having two allies on either side of an enemy you have to be attacking from the side.</p><p></p><p>Facing adds instant tactical options. You can just move beside an enemy or to the side to hope for a flank or dash around and strike from behind to get a solo bonus. This encourages movement without having extra powers that induce movement. On your own turn you might have to decide which enemy to face. </p><p></p><p>I also don't see why they need to rewrite the rules.</p><p>Instead, they could easily just add universal options. The fighter can attack and burn superiority dice to do certain stunts. So it'd be possible to give everyone the ability to trip or daze or bull rush in place of an attack. That dramatically increases everyone's tactical options. Or, alternatively, they could replace a dice of damage to add certain options (prone, daze, push) to attacks (or spells). While this is cool, it doesn't devalue the fighter who can do the same and do full damage. </p><p>This increases the number of options for each round but keeps them manageable as everyone has the same rough options.</p><p></p><p>There could also be roles, which you could add to a character to allow them to tank, lead, or control by granting additional powers. Which are potentially usable without the miniature module.</p><p></p><p>There. Easy. (A lot of work, but easy.) And I don't have years of practical game design experience.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6261573, member: 37579"] Facing is a pretty big part of most other tactical miniature games. If making a rules module just for serious fans of tactical miniature combat having elements like Facing are actually a good idea. Rather than just getting a bonus for having two allies on either side of an enemy you have to be attacking from the side. Facing adds instant tactical options. You can just move beside an enemy or to the side to hope for a flank or dash around and strike from behind to get a solo bonus. This encourages movement without having extra powers that induce movement. On your own turn you might have to decide which enemy to face. I also don't see why they need to rewrite the rules. Instead, they could easily just add universal options. The fighter can attack and burn superiority dice to do certain stunts. So it'd be possible to give everyone the ability to trip or daze or bull rush in place of an attack. That dramatically increases everyone's tactical options. Or, alternatively, they could replace a dice of damage to add certain options (prone, daze, push) to attacks (or spells). While this is cool, it doesn't devalue the fighter who can do the same and do full damage. This increases the number of options for each round but keeps them manageable as everyone has the same rough options. There could also be roles, which you could add to a character to allow them to tank, lead, or control by granting additional powers. Which are potentially usable without the miniature module. There. Easy. (A lot of work, but easy.) And I don't have years of practical game design experience. [/QUOTE]
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