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*Pathfinder & Starfinder
Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="Alex319" data-source="post: 4430065" data-attributes="member: 45678"><p>You're right, the wording was clear, I just wasn't paying close enough attention. Since the wording says that you widen the control zone once (As part of activating it) and the sustain effect just sustains the same zone, so in order to "Re-widen" the zone you would have to reactivate the power, which would reset the zone to its original state, so you couldn't stack two widens.</p><p></p><p>Second, if you're changing the action to a move action (instead of minor), then you should probably change the sustain to a move instead of a minor. This would provide balance because the player could get a widened control zone at the cost of having to forgo either a move or attack action.</p><p></p><p>As for whether it's balanced or not in actual play, I am mostly speculating because I haven't playtested it myself. I would imagine it is roughly balanced because when you get an enemy in a control zone, you essentially choose whether to stop him from moving or stop him from attacking. If you stop him from attacking he can just move out of the control zone and attack (unless he is blocked in in some way) and if you stop him from moving he can still attack (unless he is a melee fighter who is not in melee range of anyone). Either way you have to have a particular tactical position in order for the effect to be useful, so it's no longer giving you anything "for free".</p><p></p><p>One thing to think about when playtesting is what happens if you have two auxiliaries in the same party, and one uses cover fire and one uses overwatch on the same area. This will prevent anyone in the area from safely moving or attacking. On the other hand this is probably not overpowered, because it requires two auxiliaries coordinating (which could actually fit with the tactical flavor of the class), only one would be able to make the free attack, and could be countered by getting within melee range of either one.</p><p></p><p>Overall, however, the control zones seem to be a very interesting new idea that could add a whole new tactical dimension to the game. If some of it turns out to be just a little too powerful or a little less powerful than it should be, that's probably fine - after all, even WotC had to errata lots of stuff that turned out to be way overpowered.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4430065, member: 45678"] You're right, the wording was clear, I just wasn't paying close enough attention. Since the wording says that you widen the control zone once (As part of activating it) and the sustain effect just sustains the same zone, so in order to "Re-widen" the zone you would have to reactivate the power, which would reset the zone to its original state, so you couldn't stack two widens. Second, if you're changing the action to a move action (instead of minor), then you should probably change the sustain to a move instead of a minor. This would provide balance because the player could get a widened control zone at the cost of having to forgo either a move or attack action. As for whether it's balanced or not in actual play, I am mostly speculating because I haven't playtested it myself. I would imagine it is roughly balanced because when you get an enemy in a control zone, you essentially choose whether to stop him from moving or stop him from attacking. If you stop him from attacking he can just move out of the control zone and attack (unless he is blocked in in some way) and if you stop him from moving he can still attack (unless he is a melee fighter who is not in melee range of anyone). Either way you have to have a particular tactical position in order for the effect to be useful, so it's no longer giving you anything "for free". One thing to think about when playtesting is what happens if you have two auxiliaries in the same party, and one uses cover fire and one uses overwatch on the same area. This will prevent anyone in the area from safely moving or attacking. On the other hand this is probably not overpowered, because it requires two auxiliaries coordinating (which could actually fit with the tactical flavor of the class), only one would be able to make the free attack, and could be countered by getting within melee range of either one. Overall, however, the control zones seem to be a very interesting new idea that could add a whole new tactical dimension to the game. If some of it turns out to be just a little too powerful or a little less powerful than it should be, that's probably fine - after all, even WotC had to errata lots of stuff that turned out to be way overpowered. [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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