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*Pathfinder & Starfinder
Ranged Defender: Doable?
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<blockquote data-quote="Saeviomagy" data-source="post: 5551734" data-attributes="member: 5890"><p>???? doesn't need to be much - you've already succeeded at defending, because the monster came to you. The only problem might be if your mark drops off because the monster is in melee, then the monster shift+charges someone else. So all you have to do is make this particular defender's mark not drop off just because the monster is in melee with you. In fact you don't even need that - you just shift back and use the same power on him that brought him to you in the first place.</p><p></p><p>Seriously, you could just take the existing fighter, give him a new mark punishing mechanic that works at range and some powers that work at range and you're done. Foes have to come to him or be punished. Once they're there he either falls back to another fighter at will OR uses a basic attack OR shifts backwards.</p><p></p><p>The main issue is balance - and I guess that balance might come from this new feature being in place of the normal fighter's "stop enemies that you hit" and "punish for shifting" mechanics. You can punish monsters for attacking allies no matter where they do it, but you can't hold monsters in place to line them up for your allies.</p><p></p><p>The big issue I have with creating a ranged defender is that the DM's ability to judge party makeup and assess challenges takes a hit: this new ranged defender will be the bane of artillery and controllers, but will have much less impact on solders and brutes, which throws all the encounter building guidelines out.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5551734, member: 5890"] ???? doesn't need to be much - you've already succeeded at defending, because the monster came to you. The only problem might be if your mark drops off because the monster is in melee, then the monster shift+charges someone else. So all you have to do is make this particular defender's mark not drop off just because the monster is in melee with you. In fact you don't even need that - you just shift back and use the same power on him that brought him to you in the first place. Seriously, you could just take the existing fighter, give him a new mark punishing mechanic that works at range and some powers that work at range and you're done. Foes have to come to him or be punished. Once they're there he either falls back to another fighter at will OR uses a basic attack OR shifts backwards. The main issue is balance - and I guess that balance might come from this new feature being in place of the normal fighter's "stop enemies that you hit" and "punish for shifting" mechanics. You can punish monsters for attacking allies no matter where they do it, but you can't hold monsters in place to line them up for your allies. The big issue I have with creating a ranged defender is that the DM's ability to judge party makeup and assess challenges takes a hit: this new ranged defender will be the bane of artillery and controllers, but will have much less impact on solders and brutes, which throws all the encounter building guidelines out. [/QUOTE]
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Ranged Defender: Doable?
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