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<blockquote data-quote="A'koss" data-source="post: 2213279" data-attributes="member: 840"><p>The way I see tall working is that it is as far as the character can strain to hit and not lose his balance (which is why he focuses on just one square). However, your last idea is pretty clever - penalty to hit/not actually threatening the squares... I think that's quite workable too. The only hiccup might be with some of the challenges (if they follow the Book of Iron Might) that allow area attacks (or similar style abilities). It might be too good a perk when taking the big picture in consideration. </p><p> </p><p>There's a tricky balance there and the higher level concerns Canis points out are valid. It's a much larger discussion though when you start taking about the highly initiative dependent, swift (in rounds) and brutal battles in 3e.</p><p> </p><p>I still think they should be folded into the Token mechanic and bring in yet another way to resolve them. You just have to balance the perk against the number of times it can be used like any other Token ability or a sufficient drawback (eg. weakened - temp. ability damage) to using it if allowed all the time.</p><p> </p><p>I think it's more due to the fact that it is a greater departure from the d20 norm than we're used to. The token pools seem pretty small though and I suspect most will burn them on a single ability in the encounter. If you think about it, the Hunter doesn't have anywhere near the options a spellcaster or even a monk has. The Hunter has 10 unique abilities with the rest being improvements on earlier ones. In an actual encounter you'll break it down to a even smaller number of prudent choices. Personally, I love the flexibility but I'm sure it will take time to figure out how to gel it all together.</p><p> </p><p>Cheers!</p></blockquote><p></p>
[QUOTE="A'koss, post: 2213279, member: 840"] The way I see tall working is that it is as far as the character can strain to hit and not lose his balance (which is why he focuses on just one square). However, your last idea is pretty clever - penalty to hit/not actually threatening the squares... I think that's quite workable too. The only hiccup might be with some of the challenges (if they follow the Book of Iron Might) that allow area attacks (or similar style abilities). It might be too good a perk when taking the big picture in consideration. There's a tricky balance there and the higher level concerns Canis points out are valid. It's a much larger discussion though when you start taking about the highly initiative dependent, swift (in rounds) and brutal battles in 3e. I still think they should be folded into the Token mechanic and bring in yet another way to resolve them. You just have to balance the perk against the number of times it can be used like any other Token ability or a sufficient drawback (eg. weakened - temp. ability damage) to using it if allowed all the time. I think it's more due to the fact that it is a greater departure from the d20 norm than we're used to. The token pools seem pretty small though and I suspect most will burn them on a single ability in the encounter. If you think about it, the Hunter doesn't have anywhere near the options a spellcaster or even a monk has. The Hunter has 10 unique abilities with the rest being improvements on earlier ones. In an actual encounter you'll break it down to a even smaller number of prudent choices. Personally, I love the flexibility but I'm sure it will take time to figure out how to gel it all together. Cheers! [/QUOTE]
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