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Rule of Three 3/11/11
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<blockquote data-quote="I'm A Banana" data-source="post: 5526374" data-attributes="member: 2067"><p>I'm pretty sure for the first answer that Mearls was just tossing off an idea, not implementing a rules change. Maybe it's a good idea, maybe not. I'm sure most of his design time is spent on new things, not on re-hashing the old. </p><p></p><p>Personally, I think one major flaw with the "you can move around your shrouds!" is that it feels a whole lot less like the "study an opponent and then deal a killing blow!" than the ability currently does. That's a good feel, that would be valuable to preserve. If I could punch it into the shape I wanted, I would have the shrouds do something other than be there. Like, give the Assassin a +1 stacking bonus to their attack rolls against the target. Like, let the Assassin pull the enemy to them (squares = # of shrouds). Like, give the party some bonus that goes away if they hit the dude (other party members are invisible until they hit the creature, for instance). </p><p></p><p>The shrouds should borrow some ideas from the Marks and the Warlock's Curse as ways to balance, but I don't think they should loose the "I am studying you and waiting for my opening against <em>you</em>" feel that just being able to shroud-shift would loose.</p><p></p><p>As for the shade...as much as I like the idea of looking beyond the encounter, I feel they flubbed it on this one. A shade with full healing surges wouldn't be so remarkably great at stealthing out of combat (in comparison to anybody trained in Stealth) that they need an out-of-combat price to pay. They're not going to avoid any more combats. They're not going to magically get hit any less. </p><p></p><p>Not that this <em>couldn't</em> be a method of balance, but it requires more detailed LTR-usage rules than currently exist, and far, far better stealth rules than currently exist.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5526374, member: 2067"] I'm pretty sure for the first answer that Mearls was just tossing off an idea, not implementing a rules change. Maybe it's a good idea, maybe not. I'm sure most of his design time is spent on new things, not on re-hashing the old. Personally, I think one major flaw with the "you can move around your shrouds!" is that it feels a whole lot less like the "study an opponent and then deal a killing blow!" than the ability currently does. That's a good feel, that would be valuable to preserve. If I could punch it into the shape I wanted, I would have the shrouds do something other than be there. Like, give the Assassin a +1 stacking bonus to their attack rolls against the target. Like, let the Assassin pull the enemy to them (squares = # of shrouds). Like, give the party some bonus that goes away if they hit the dude (other party members are invisible until they hit the creature, for instance). The shrouds should borrow some ideas from the Marks and the Warlock's Curse as ways to balance, but I don't think they should loose the "I am studying you and waiting for my opening against [I]you[/I]" feel that just being able to shroud-shift would loose. As for the shade...as much as I like the idea of looking beyond the encounter, I feel they flubbed it on this one. A shade with full healing surges wouldn't be so remarkably great at stealthing out of combat (in comparison to anybody trained in Stealth) that they need an out-of-combat price to pay. They're not going to avoid any more combats. They're not going to magically get hit any less. Not that this [I]couldn't[/I] be a method of balance, but it requires more detailed LTR-usage rules than currently exist, and far, far better stealth rules than currently exist. [/QUOTE]
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