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General Tabletop Discussion
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Is damage-at-start-of-turn really Control?
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<blockquote data-quote="DracoSuave" data-source="post: 5224782" data-attributes="member: 71571"><p>It's a 'maybe' that's up to the power user's choice, not random chance. Maybe something better comes along tactically, but that doesn't make the power -worse- at what it does, or less effective. Rather, that makes the power -better- at what it does.</p><p></p><p>Again, the effect isn't wandering willy nilly, the user is continually making sure it is -exactly- where it needs to be. The idea that adding in the option to move it makes the power worse is rediculous.</p><p></p><p></p><p></p><p>it's actualy the other way around; Having a monster start their turn inside start-of-turn damage is assured damage. Having them start in end-of-turn damage is not. The fact the player could decide to assure that damage goes elsewhere is irrelevant. if the monster stays, he'll take that damage again, because the player already put that damage where it should be; why not again? If the monster moves, the player might not move the damage to him.</p><p></p><p>On the other hand, the player might put the damage on that one monster to simultaneously hurt the hell out of it, and dissuade the monster's allies to go adjacent. This accomplishes both tasks of damaging enemies AND keeping enemies out.</p><p></p><p></p><p></p><p>Sure, but think of it like this; by giving the player greater control over the power and guaranteed damage, you can only increase the control of the power and its value. Being able to move it doesn't actually make the dilemma lighter for the enemy.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5224782, member: 71571"] It's a 'maybe' that's up to the power user's choice, not random chance. Maybe something better comes along tactically, but that doesn't make the power -worse- at what it does, or less effective. Rather, that makes the power -better- at what it does. Again, the effect isn't wandering willy nilly, the user is continually making sure it is -exactly- where it needs to be. The idea that adding in the option to move it makes the power worse is rediculous. it's actualy the other way around; Having a monster start their turn inside start-of-turn damage is assured damage. Having them start in end-of-turn damage is not. The fact the player could decide to assure that damage goes elsewhere is irrelevant. if the monster stays, he'll take that damage again, because the player already put that damage where it should be; why not again? If the monster moves, the player might not move the damage to him. On the other hand, the player might put the damage on that one monster to simultaneously hurt the hell out of it, and dissuade the monster's allies to go adjacent. This accomplishes both tasks of damaging enemies AND keeping enemies out. Sure, but think of it like this; by giving the player greater control over the power and guaranteed damage, you can only increase the control of the power and its value. Being able to move it doesn't actually make the dilemma lighter for the enemy. [/QUOTE]
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Is damage-at-start-of-turn really Control?
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