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<blockquote data-quote="I'm A Banana" data-source="post: 5483437" data-attributes="member: 2067"><p>My thoughts were that when you attacked a creature in a square, it counts as an "affected square." So if you were an Avenger with the feat, and you were lowering your Greatsword at the enemy, you'd ALSO destroy Cover or Concealment in the square that they enemy may be benefiting from.</p><p></p><p>It still favors Controllers (of all stripes -- Hunters as much as Invokers), but since the effects are very controller-y, I considered that a pretty decent way to keep role protection. An Avenger who picks this up would add a bit of control to their abilities (mostly, removing darkness and breaking cover and concealment), but a Hunter who grabbed it would expand their controller suite. </p><p></p><p>But it is still an early primordial thought. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>That's an idea worth pursuing a little more -- the idea of short "terrain tags" that you can slap onto a square really quickly, that creatures in the combat can activate briefly. The problem lies in being descriptive without being exhaustive -- you want enough to play with, but not so much that each encounter means you need an entirely new list of brand new tags...hmm...I'm wondering how this might play into the concept of Terrain Powers, too...</p><p></p><p></p><p></p><p>Part of the dilemma is that you want rules so that a DM doesn't accidentally unbalance an encounter. My character in the adventure, as a pyromancer, would look for something he could burn in every encounter. Page 42 is a good stop-gap, but since it's part of my strong theme, it would affect the balance of the game to do it in every adventure. And the DM is kind of a newbie DM, so I do want to keep things nice and simple for her. </p><p></p><p></p><p></p><p>Something I completely blanked on is that the DMG II has rules for <strong>Terrain Powers</strong>, and those rules could use a good massaging.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Hahaha, when one is destroyed, just <em>blow on it</em> until it flies off the board. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Hmmm...</p><p></p><p><strong>Psychic</strong>: Affected squares carry a strange, confusing aura. Until the end of your next turn, creatures who leave the square actually leave it in a random direction (roll 1d8).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5483437, member: 2067"] My thoughts were that when you attacked a creature in a square, it counts as an "affected square." So if you were an Avenger with the feat, and you were lowering your Greatsword at the enemy, you'd ALSO destroy Cover or Concealment in the square that they enemy may be benefiting from. It still favors Controllers (of all stripes -- Hunters as much as Invokers), but since the effects are very controller-y, I considered that a pretty decent way to keep role protection. An Avenger who picks this up would add a bit of control to their abilities (mostly, removing darkness and breaking cover and concealment), but a Hunter who grabbed it would expand their controller suite. But it is still an early primordial thought. ;) That's an idea worth pursuing a little more -- the idea of short "terrain tags" that you can slap onto a square really quickly, that creatures in the combat can activate briefly. The problem lies in being descriptive without being exhaustive -- you want enough to play with, but not so much that each encounter means you need an entirely new list of brand new tags...hmm...I'm wondering how this might play into the concept of Terrain Powers, too... Part of the dilemma is that you want rules so that a DM doesn't accidentally unbalance an encounter. My character in the adventure, as a pyromancer, would look for something he could burn in every encounter. Page 42 is a good stop-gap, but since it's part of my strong theme, it would affect the balance of the game to do it in every adventure. And the DM is kind of a newbie DM, so I do want to keep things nice and simple for her. Something I completely blanked on is that the DMG II has rules for [B]Terrain Powers[/B], and those rules could use a good massaging.... ;) Hahaha, when one is destroyed, just [I]blow on it[/I] until it flies off the board. ;) Hmmm... [B]Psychic[/B]: Affected squares carry a strange, confusing aura. Until the end of your next turn, creatures who leave the square actually leave it in a random direction (roll 1d8). [/QUOTE]
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