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General Tabletop Discussion
*Pathfinder & Starfinder
Illusion Power Inconsistencies
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<blockquote data-quote="Maximillian" data-source="post: 4305371" data-attributes="member: 9471"><p>I'm not especially happy with these new illusion powers from Dragon. </p><p></p><p>1. Why are there powers for which a hit and a miss cause the power to have differing durations? (i.e. Phantom Chasm causing a target to be immobilized until the end of <strong>its</strong> next turn if you hit, but until the end of <strong>your</strong> next turn if you miss. They're immobilized <em>longer</em> if you miss!)</p><p>2. Similarly, powers which cause differing durations depending on whether the target was hit by the power, or if they entered into the area after the power was activated. (i.e. Grasping Shadows: target is slowed until the end of <strong>your</strong> next turn if you hit it with the power, causing it to be slowed for one turn, and slowed until the end of <strong>its next</strong> turn if it enters the area, meaning two turns in which the creature is slowed. This power also lacks a clause about creatures starting their turns in the area, which is also fairly inconsistent with other powers of this type.)</p><p>3. Lastly, I definitely feel that the Spectral Hound power should have the Conjuration keyword, putting it in line with the Bigby's powers, and Flaming Sphere.</p><p></p><p>This is exactly what I worry about. The tightened, rapid fire descriptions of powers do what they're supposed to: provide a lot of interesting options on less page space. Unfortunately, they also leave a lot of ambiguity, and require a lot more attention to detail in their creation. This article has a lot of possibilities, but leaves me wondering.</p></blockquote><p></p>
[QUOTE="Maximillian, post: 4305371, member: 9471"] I'm not especially happy with these new illusion powers from Dragon. 1. Why are there powers for which a hit and a miss cause the power to have differing durations? (i.e. Phantom Chasm causing a target to be immobilized until the end of [b]its[/b] next turn if you hit, but until the end of [b]your[/b] next turn if you miss. They're immobilized [i]longer[/i] if you miss!) 2. Similarly, powers which cause differing durations depending on whether the target was hit by the power, or if they entered into the area after the power was activated. (i.e. Grasping Shadows: target is slowed until the end of [b]your[/b] next turn if you hit it with the power, causing it to be slowed for one turn, and slowed until the end of [b]its next[/b] turn if it enters the area, meaning two turns in which the creature is slowed. This power also lacks a clause about creatures starting their turns in the area, which is also fairly inconsistent with other powers of this type.) 3. Lastly, I definitely feel that the Spectral Hound power should have the Conjuration keyword, putting it in line with the Bigby's powers, and Flaming Sphere. This is exactly what I worry about. The tightened, rapid fire descriptions of powers do what they're supposed to: provide a lot of interesting options on less page space. Unfortunately, they also leave a lot of ambiguity, and require a lot more attention to detail in their creation. This article has a lot of possibilities, but leaves me wondering. [/QUOTE]
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