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Stalker0's Maneuver Review
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6048813" data-attributes="member: 54843"><p>I agree with your overall point here - it's good to have DS (or even better, Parry+DS) as an effective baseline, from which point you can choose other powers to complement your playstyle. But especially now that dice recharge at the end of your turn (eliminating much of the tactical choice between DS and defensive maneuvers), those other maneuvers really need to stand out. </p><p></p><p>Opportunist seems like it could have a status effect attached - maybe it should stop movement. That would make it a great defender power. </p><p></p><p>I think the problem with Precise Shot is the same as the monk movement one - they seem to have a rule that every maneuver MUST incorporate dice rolls. I think some exceptions here would be worthwhile. Precise Shot: spend a die to ignore cover or concealment; spend two dice to ignore both. Monk Movement Thing: move an extra 20ft per die expended.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6048813, member: 54843"] I agree with your overall point here - it's good to have DS (or even better, Parry+DS) as an effective baseline, from which point you can choose other powers to complement your playstyle. But especially now that dice recharge at the end of your turn (eliminating much of the tactical choice between DS and defensive maneuvers), those other maneuvers really need to stand out. Opportunist seems like it could have a status effect attached - maybe it should stop movement. That would make it a great defender power. I think the problem with Precise Shot is the same as the monk movement one - they seem to have a rule that every maneuver MUST incorporate dice rolls. I think some exceptions here would be worthwhile. Precise Shot: spend a die to ignore cover or concealment; spend two dice to ignore both. Monk Movement Thing: move an extra 20ft per die expended. [/QUOTE]
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