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Idle Musings: Inverted Interrupts, Focus Fire, and Combat Flow
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<blockquote data-quote="Crazy Jerome" data-source="post: 5850958" data-attributes="member: 54877"><p>Part of this is answered in my previous reply. You want your goblin archer trying to ping the wizard to engage him via range, instead of ganging up on the fighter. So if working properly, opportunities to disengage will be more about numbers than position in the fight. (This has some side effects on the end of battles that would have to be addressed, though some of those effects can be good--e.g. relatively fast mop up once the fight becomes predictable.)</p><p> </p><p>So given that, the fighter has the same opportunity to disengage occasionally as the wizard does. And when he gets it, he needs abilities that let him really take advantage, same as everyone else.</p><p> </p><p>You can also think of this as almost inverted thinking on "marking". The rationale for basic marking is that the 4E defender is "in your face" somehow, making you pay attention or else, cramping your range of actions. Everyone else is relatively free. The rationale for "engagement" is that anyone that is paying sufficient attention to you is cramping your actions down to the <strong>normal</strong> set, and doing so is sufficiently attractive that you most of the time you will be. Then on those rare occasions when no one is paying any attention to you, you get to run wild for a moment.</p><p> </p><p>So for that reason, I'm leery of engaging a foe making the actor automatically engaged as well. This should happen enough naturally. If the fighter runs up and smacks an orc, that orc (or one of his friends) had darn well better smack back, or the next round, the fighter will be free to really haul off. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> </p><p>Balancing the number of combatants and their effects with special character abilities, without going nuts on complications, is the real trick here.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5850958, member: 54877"] Part of this is answered in my previous reply. You want your goblin archer trying to ping the wizard to engage him via range, instead of ganging up on the fighter. So if working properly, opportunities to disengage will be more about numbers than position in the fight. (This has some side effects on the end of battles that would have to be addressed, though some of those effects can be good--e.g. relatively fast mop up once the fight becomes predictable.) So given that, the fighter has the same opportunity to disengage occasionally as the wizard does. And when he gets it, he needs abilities that let him really take advantage, same as everyone else. You can also think of this as almost inverted thinking on "marking". The rationale for basic marking is that the 4E defender is "in your face" somehow, making you pay attention or else, cramping your range of actions. Everyone else is relatively free. The rationale for "engagement" is that anyone that is paying sufficient attention to you is cramping your actions down to the [B]normal[/B] set, and doing so is sufficiently attractive that you most of the time you will be. Then on those rare occasions when no one is paying any attention to you, you get to run wild for a moment. So for that reason, I'm leery of engaging a foe making the actor automatically engaged as well. This should happen enough naturally. If the fighter runs up and smacks an orc, that orc (or one of his friends) had darn well better smack back, or the next round, the fighter will be free to really haul off. :D Balancing the number of combatants and their effects with special character abilities, without going nuts on complications, is the real trick here. [/QUOTE]
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Idle Musings: Inverted Interrupts, Focus Fire, and Combat Flow
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