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Ampersand: Sneak Attack
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<blockquote data-quote="Tusz" data-source="post: 4066809" data-attributes="member: 56213"><p>Here are a couple other observations I've made. I tried my best to not repeat anyone else in the thread; my apologies if any of this has already been mentioned.</p><p></p><p>-Shuriken naming: I think there's a good reason they're calling this group shuriken. They're avoiding calling it "throwing dagger" so that people won't get annoyed that their character doesn't get that for free when they get "dagger" proficiency. They're avoiding calling it "throwing weapons" so that it doesn't seem to include javelins and cabers and other large throwing objects.</p><p></p><p>-Weapon Damage: Despite what other people have said, I'm thinking this still includes strength bonus, just like in earlier editions. Why? Because of this quote: "Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks." That indicates to me that strength adds to all your damage, in addition to giving a bonus to your special abilities.</p><p></p><p>-Crimson Edge: Holy Crap. I'm hoping that all Dailies are like this, giving you a seriously powerful ability to pull out when everything's going against you. I love the idea that the tide of a losing battle can take a sudden, pronounced shift when all the PCs decide to go all-out and unleash their most powerful abilities. And if you give "boss" monsters devastating, single-use powers, it works the other way too.</p><p></p><p>-Tumble: I like that they've pretty much stopped with the pretense of rolling and wrapped it in with the shift (nee 5' step). Another realization is that they seem to have wrapped it in with Spring Attack: provided that a shift is still a free/swift/minor/whatever action, a Rogue with Tumble will be able to go in (move action), deal some damage (standard action), and get away clean (shift). Makes sense to me, considering this is exactly the description we've been given for what Rogues do.</p></blockquote><p></p>
[QUOTE="Tusz, post: 4066809, member: 56213"] Here are a couple other observations I've made. I tried my best to not repeat anyone else in the thread; my apologies if any of this has already been mentioned. -Shuriken naming: I think there's a good reason they're calling this group shuriken. They're avoiding calling it "throwing dagger" so that people won't get annoyed that their character doesn't get that for free when they get "dagger" proficiency. They're avoiding calling it "throwing weapons" so that it doesn't seem to include javelins and cabers and other large throwing objects. -Weapon Damage: Despite what other people have said, I'm thinking this still includes strength bonus, just like in earlier editions. Why? Because of this quote: "Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks." That indicates to me that strength adds to all your damage, in addition to giving a bonus to your special abilities. -Crimson Edge: Holy Crap. I'm hoping that all Dailies are like this, giving you a seriously powerful ability to pull out when everything's going against you. I love the idea that the tide of a losing battle can take a sudden, pronounced shift when all the PCs decide to go all-out and unleash their most powerful abilities. And if you give "boss" monsters devastating, single-use powers, it works the other way too. -Tumble: I like that they've pretty much stopped with the pretense of rolling and wrapped it in with the shift (nee 5' step). Another realization is that they seem to have wrapped it in with Spring Attack: provided that a shift is still a free/swift/minor/whatever action, a Rogue with Tumble will be able to go in (move action), deal some damage (standard action), and get away clean (shift). Makes sense to me, considering this is exactly the description we've been given for what Rogues do. [/QUOTE]
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