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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7251817" data-attributes="member: 82106"><p>Well, options are a good thing. So maybe the best way to go would be to allow a certain amount of curse damage on a SINGLE target (IE you only have one guy cursed) vs being able to do a somewhat smaller amount (but more total in the aggregate) to a number of targets. Now you have a choice, and a given warlock could leverage feats and whatever to make one or the other of these choices (or both, or neither) more effective in some way. </p><p></p><p>I'd also favor ways for a warlock (this can apply to other strikers of course) to improve their strike under specific conditions too. These could include when the opponents are surprised, when attacking someone who's under cover/concealment, when attacking FROM cover/concealment, against prone opponents, the obvious one of making an area attack, etc. These would reward logical tactical play vs 4e's current tendency to reward "sequencing tricks" and such (not all bad by any means, but tends to overshadow good solid real-world tactical play to a high degree).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7251817, member: 82106"] Well, options are a good thing. So maybe the best way to go would be to allow a certain amount of curse damage on a SINGLE target (IE you only have one guy cursed) vs being able to do a somewhat smaller amount (but more total in the aggregate) to a number of targets. Now you have a choice, and a given warlock could leverage feats and whatever to make one or the other of these choices (or both, or neither) more effective in some way. I'd also favor ways for a warlock (this can apply to other strikers of course) to improve their strike under specific conditions too. These could include when the opponents are surprised, when attacking someone who's under cover/concealment, when attacking FROM cover/concealment, against prone opponents, the obvious one of making an area attack, etc. These would reward logical tactical play vs 4e's current tendency to reward "sequencing tricks" and such (not all bad by any means, but tends to overshadow good solid real-world tactical play to a high degree). [/QUOTE]
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