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Alternative to marks?
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<blockquote data-quote="fba827" data-source="post: 4628983" data-attributes="member: 807"><p>just curious -- what aspect of marks is more slow than quarry/curse?</p><p></p><p>Is it the the fact that they are more fluid? Can change each round as opposed to put on one and it stays on them?</p><p>If that's the case, perhaps make them last an encounter but then to compensate you'll have to either a) have to take away the ability to have more than one mark at a time or b) increase action cost by one step so if they normally spend a free action to mark someone with a defender power its now a minor action, a minor to move, move to standard.... something like that. or just increase the duration and not compensate if it won't break your specific game. but specific powers (like the cleric one) that mark shouldn't be fiddled with leave them as one round things.</p><p></p><p>or is it the monsters are a little slower since you have to decide whether or not it's worth the penalty to attack elsewhere? If that's the case, just give yourself a guideline and stick to it. all minions and anyone less than X Intelligence will always attack the closest target regardless of mark. anyone with higher than X Int or who has elite or solo status will always attack for the best benefit to thier plan. anyone left inbetween those two extremes will always just attack the marking defender.</p><p></p><p>but, anyway, back to my first question -- what aspect of marking is making it slower for your group than quarry and curse?</p></blockquote><p></p>
[QUOTE="fba827, post: 4628983, member: 807"] just curious -- what aspect of marks is more slow than quarry/curse? Is it the the fact that they are more fluid? Can change each round as opposed to put on one and it stays on them? If that's the case, perhaps make them last an encounter but then to compensate you'll have to either a) have to take away the ability to have more than one mark at a time or b) increase action cost by one step so if they normally spend a free action to mark someone with a defender power its now a minor action, a minor to move, move to standard.... something like that. or just increase the duration and not compensate if it won't break your specific game. but specific powers (like the cleric one) that mark shouldn't be fiddled with leave them as one round things. or is it the monsters are a little slower since you have to decide whether or not it's worth the penalty to attack elsewhere? If that's the case, just give yourself a guideline and stick to it. all minions and anyone less than X Intelligence will always attack the closest target regardless of mark. anyone with higher than X Int or who has elite or solo status will always attack for the best benefit to thier plan. anyone left inbetween those two extremes will always just attack the marking defender. but, anyway, back to my first question -- what aspect of marking is making it slower for your group than quarry and curse? [/QUOTE]
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Alternative to marks?
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