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<blockquote data-quote="Kinematics" data-source="post: 8681271" data-attributes="member: 6932123"><p>Guard Stance replies:</p><p></p><p></p><p>Hm. Well, Sentinel's main purpose is to keep an enemy from leaving your threat zone. Guard Stance's main purpose is to keep an enemy from passing through your threat zone. Sentinel does not prevent someone from moving around within your threat zone, and Guard Stance does not prevent someone from leaving your threat zone.</p><p></p><p>For Guard Stance (GS) to achieve its purpose, you want to reduce the target's movement. This can be done by setting speed to 0; reducing speed by some amount (as suggested by [USER=19270]@toucanbuzz[/USER]); or increasing the cost of moving through the area (where difficult terrain is one such method).</p><p></p><p>Both Sentinel and GS need to counter the Disengage action, or neither can do their thing. Sentinel achieves exactly what it wants by setting speed to 0, since it's trying to keep the target pinned. GS isn't trying to pin someone down in one place; it's trying to prevent passage through an area. Really, having GS set speed to 0 probably isn't the best model, and that should be changed rather than the difficult terrain.</p><p></p><p>It would probably be better to keep the difficult terrain effect, and have the opportunity attack reduce your speed (as [USER=19270]@toucanbuzz[/USER] suggested). Maybe -10', since, with the difficult terrain, that would reduce a creature's movement by 1 square. That would also allow it to remain complementary with Sentinel, as Sentinel could then be a last-ditch stop against a creature leaving your threat area.</p><p></p><p></p><p>Maybe for other purposes than just attacking the back ranks, but generally, yes.</p><p></p><p></p><p>OK, limit it to creatures one size larger than you (similar to grappling). If you guard with a reach weapon, you control a larger area. If someone that wants to move through that area has a reach weapon, that should be mostly irrelevant; they can stay outside your reach if they wish.</p><p></p><p></p><p>Either a direct reduction, or maybe uses half your movement (similar to standing up)? I don't want to set speed to 0, given what my considerations above, but half speed seems reasonable. Have to fiddle with it to see what seems the best choice.</p><p></p><p>Rework:</p><p></p><p></p><p></p><p>~~</p><p></p><p>Hold Your Position replies:</p><p></p><p></p><p>I had originally set it up so that you had to choose a target 10' away from you since it doesn't really make much sense to choose someone 50' away, but then had to consider reach weapons, and ended up just using a simpler set of wording. The action should largely only be of consideration for a target that's close to you, so identifying which of 15 orcs you picked shouldn't be as much of an issue. I don't have a good way to phrase it without getting clunky, though.</p><p></p><p>Maybe: Choose a target within 15' of you, that cannot hit you with its current reach...? That basically covers all the pieces that matter.</p><p></p><p></p><p>I didn't want to get that fiddly with the game overall, just during certain specialized circumstances. But that is sort of what I'm looking at.</p><p></p><p></p><p>Yeah, I hadn't come up with solutions for that yet.</p><p></p><p></p><p>True, this shouldn't be usable in chase scenes. Or rather, both sides using it is just the normal chase result.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8681271, member: 6932123"] Guard Stance replies: Hm. Well, Sentinel's main purpose is to keep an enemy from leaving your threat zone. Guard Stance's main purpose is to keep an enemy from passing through your threat zone. Sentinel does not prevent someone from moving around within your threat zone, and Guard Stance does not prevent someone from leaving your threat zone. For Guard Stance (GS) to achieve its purpose, you want to reduce the target's movement. This can be done by setting speed to 0; reducing speed by some amount (as suggested by [USER=19270]@toucanbuzz[/USER]); or increasing the cost of moving through the area (where difficult terrain is one such method). Both Sentinel and GS need to counter the Disengage action, or neither can do their thing. Sentinel achieves exactly what it wants by setting speed to 0, since it's trying to keep the target pinned. GS isn't trying to pin someone down in one place; it's trying to prevent passage through an area. Really, having GS set speed to 0 probably isn't the best model, and that should be changed rather than the difficult terrain. It would probably be better to keep the difficult terrain effect, and have the opportunity attack reduce your speed (as [USER=19270]@toucanbuzz[/USER] suggested). Maybe -10', since, with the difficult terrain, that would reduce a creature's movement by 1 square. That would also allow it to remain complementary with Sentinel, as Sentinel could then be a last-ditch stop against a creature leaving your threat area. Maybe for other purposes than just attacking the back ranks, but generally, yes. OK, limit it to creatures one size larger than you (similar to grappling). If you guard with a reach weapon, you control a larger area. If someone that wants to move through that area has a reach weapon, that should be mostly irrelevant; they can stay outside your reach if they wish. Either a direct reduction, or maybe uses half your movement (similar to standing up)? I don't want to set speed to 0, given what my considerations above, but half speed seems reasonable. Have to fiddle with it to see what seems the best choice. Rework: ~~ Hold Your Position replies: I had originally set it up so that you had to choose a target 10' away from you since it doesn't really make much sense to choose someone 50' away, but then had to consider reach weapons, and ended up just using a simpler set of wording. The action should largely only be of consideration for a target that's close to you, so identifying which of 15 orcs you picked shouldn't be as much of an issue. I don't have a good way to phrase it without getting clunky, though. Maybe: Choose a target within 15' of you, that cannot hit you with its current reach...? That basically covers all the pieces that matter. I didn't want to get that fiddly with the game overall, just during certain specialized circumstances. But that is sort of what I'm looking at. Yeah, I hadn't come up with solutions for that yet. True, this shouldn't be usable in chase scenes. Or rather, both sides using it is just the normal chase result. [/QUOTE]
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