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<blockquote data-quote="catastrophic" data-source="post: 5659613" data-attributes="member: 81381"><p>I can understand how they'd come to the conclusion that the aura was simpler than the mark, but it really feels like design by comittie by me, because a Simpler Defender or Newbie Friendly Defender with no other goals would look quite different.</p><p> </p><p>As for a reverse mark, I guess i'd be falling to my own criticism were I to design it, because i'd be tempted to play to other motives, like the fact that marks can in some cases fall into that ambiguous space between the GM making tactical choices, and the GM making sure the players feel their cool powers do things. GM's can often ignore or circumvent marks, but should they?</p><p> </p><p>So i'd probably design an system more slanted to the GM where all the player has to do is mark an adjacent guy, the mark would be a more formidable debuff that the GM would keep track of, and then the GM would be able to clear the mark by (and only by) attacking the fighter pc.</p><p> </p><p>This removes the 'interrupt' component of the fighter mark which, while cool, and debatably one of the between-turn-actions that even fast combat zealots such as myself might tolerate in our dream edition, are likely to be the kind of thing that muddles a new player a bit.</p><p> </p><p>Not onyl does between turn muddle a new player, but a new player um-ing and ah-ing their way through such actions can slow the game, as well. </p><p> </p><p>I know that people made the point about there needing to be a learning curve- but I feel like actions of that kind do need to be pared back in any event, and there are plenty of chances for the newbie to <em>observe</em> that kind of action being done by other players- it's the kind of thing you can learn relativly easily by seeing, as opposed to a say, running a more complex class in general. </p><p> </p><p>Likewise, I think this idea would work on a manageable learning curve with more conventional fighter marks.</p></blockquote><p></p>
[QUOTE="catastrophic, post: 5659613, member: 81381"] I can understand how they'd come to the conclusion that the aura was simpler than the mark, but it really feels like design by comittie by me, because a Simpler Defender or Newbie Friendly Defender with no other goals would look quite different. As for a reverse mark, I guess i'd be falling to my own criticism were I to design it, because i'd be tempted to play to other motives, like the fact that marks can in some cases fall into that ambiguous space between the GM making tactical choices, and the GM making sure the players feel their cool powers do things. GM's can often ignore or circumvent marks, but should they? So i'd probably design an system more slanted to the GM where all the player has to do is mark an adjacent guy, the mark would be a more formidable debuff that the GM would keep track of, and then the GM would be able to clear the mark by (and only by) attacking the fighter pc. This removes the 'interrupt' component of the fighter mark which, while cool, and debatably one of the between-turn-actions that even fast combat zealots such as myself might tolerate in our dream edition, are likely to be the kind of thing that muddles a new player a bit. Not onyl does between turn muddle a new player, but a new player um-ing and ah-ing their way through such actions can slow the game, as well. I know that people made the point about there needing to be a learning curve- but I feel like actions of that kind do need to be pared back in any event, and there are plenty of chances for the newbie to [I]observe[/I] that kind of action being done by other players- it's the kind of thing you can learn relativly easily by seeing, as opposed to a say, running a more complex class in general. Likewise, I think this idea would work on a manageable learning curve with more conventional fighter marks. [/QUOTE]
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