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General Tabletop Discussion
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So whatever happened to the Tactics Variant/Module or Whatever
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<blockquote data-quote="Garthanos" data-source="post: 7637937" data-attributes="member: 82504"><p>It was already mentioned something other than boring bags of hit points monsters consider that your starting point ... then one needs abilities which interact with those on the player side and that depends on what abilities you give those monsters doesn't it devil is in the details and one thing you provide cascades into other things remember how I mentioned "what good is an ability that allows me to regain my feet from prone more easily" if monsters do not knock you prone. One might add selectable utility/skill powers which address things monsters now do they didnt before like reducing forced movement. The development may sometimes move the opposite direction make some abilities characters have actually be more useful. Allow spending HD in heroic effort ie give skill user types a resource they can use to go over the top in a reliable way. </p><p></p><p>Strikers cannot be the only ball game in town. I recently adjusted the Fireball and Lightning bolt to actually be more controller for 4e... inducing movement and creating zones and inducing some more conditions. </p><p></p><p>For a module to be tactical it has to have well defined situational choices. I know that is vague but my spark is languishing in near 100 degree heat</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7637937, member: 82504"] It was already mentioned something other than boring bags of hit points monsters consider that your starting point ... then one needs abilities which interact with those on the player side and that depends on what abilities you give those monsters doesn't it devil is in the details and one thing you provide cascades into other things remember how I mentioned "what good is an ability that allows me to regain my feet from prone more easily" if monsters do not knock you prone. One might add selectable utility/skill powers which address things monsters now do they didnt before like reducing forced movement. The development may sometimes move the opposite direction make some abilities characters have actually be more useful. Allow spending HD in heroic effort ie give skill user types a resource they can use to go over the top in a reliable way. Strikers cannot be the only ball game in town. I recently adjusted the Fireball and Lightning bolt to actually be more controller for 4e... inducing movement and creating zones and inducing some more conditions. For a module to be tactical it has to have well defined situational choices. I know that is vague but my spark is languishing in near 100 degree heat [/QUOTE]
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So whatever happened to the Tactics Variant/Module or Whatever
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