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<blockquote data-quote="Quickleaf" data-source="post: 4720726" data-attributes="member: 20323"><p>That was my assumption too, at first.</p><p></p><p>But what if there is a way to affect multiple targets <strong>without </strong>area of effect attacks? For example, what if the MC was based on controlling through time and (like the trick you suggested) using enemies against each other? Kind of a manipulator/aikido/trickster type character.</p><p></p><p>One example of this is creating auras/zones based on enemies which affect its other enemies. Some ways this could work:</p><p>* Knocking enemy into its enemies, push enemy 1 square and create close burst 1 around its dazing foes.</p><p>* Infuriate an enemy then shift away, it pushes or attacks other enemies in order to get to you & no longer provides flanking bonus & ignores your allies.</p><p>* Strike a creature's artery, causing it to spray blood over nearby enemies either blinding them or creating difficult terrain.</p><p>* You momentarily slip from view and close burst 1 centered on a (formerly) adjacent enemy causes enemies to have a chance to hit one another.</p><p></p><p>Another is establishing control zones (blast 1, creates a zone that moves with you, possibly as a stance or sustain minor)</p><p></p><p></p><p>Interesting way to model some polearm attacks.</p><p></p><p></p><p>Agreed, the closest idea I can come to this so far are watched over areas that grant opp attacks if entered/action X is taken there.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4720726, member: 20323"] That was my assumption too, at first. But what if there is a way to affect multiple targets [B]without [/B]area of effect attacks? For example, what if the MC was based on controlling through time and (like the trick you suggested) using enemies against each other? Kind of a manipulator/aikido/trickster type character. One example of this is creating auras/zones based on enemies which affect its other enemies. Some ways this could work: * Knocking enemy into its enemies, push enemy 1 square and create close burst 1 around its dazing foes. * Infuriate an enemy then shift away, it pushes or attacks other enemies in order to get to you & no longer provides flanking bonus & ignores your allies. * Strike a creature's artery, causing it to spray blood over nearby enemies either blinding them or creating difficult terrain. * You momentarily slip from view and close burst 1 centered on a (formerly) adjacent enemy causes enemies to have a chance to hit one another. Another is establishing control zones (blast 1, creates a zone that moves with you, possibly as a stance or sustain minor) Interesting way to model some polearm attacks. Agreed, the closest idea I can come to this so far are watched over areas that grant opp attacks if entered/action X is taken there. [/QUOTE]
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