Finished!

Merrick, Congrats!

I'm really interested in the Start vs. End of Turn aura mechanic. Wouldn't doing that mean that players would never get hit - they would let the thing come to them, then on their turn they would attack, then spend a move action to shift away?

Give it to a creature with reach, a ranged attack, or an aura 2 and try that tactic again. :)

Note that it also applies to player abilities. We had the wizard with an aura 10 of 15 fire damage each turn. Good fun. Orcus, interestingly, isn't immune to fire, but the rest of the group was... not that it made a big dent in his 1000+ HP, but it was nice consistent damage.

However, when the aura works at the beginning of the turn, the minions Orcus summoned just died. Couldn't compete. At the end of the turn? At least they got the option of acting.

If you have a ranged enemy with that sort of aura, the fighters actually have to make manuevering choices - do they engage, or use weaker ranged attacks? If the aura is giving conditions as well, I much, much prefer it being end-of-turn, as it's less likely you'll get degenerate combos.

Even with melee guys and their auras, once you have two enemies then you get into the possibility of them trapping you (between them, against a wall). End of Turn auras really make the battle a lot more fluid and moving around the battlefield.

Cheers!
 

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