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Stealth and Superior Cover: sniping from behind the doorframe
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<blockquote data-quote="mneme" data-source="post: 5596458" data-attributes="member: 59248"><p>It's important to note that the qualifications for hiding have -changed- from PHB1. It started with "a move action"; the current wording is a change.</p><p></p><p>As such, I could really see two interpretations:</p><p></p><p>1. It's usually at the end of a move action (any move action will do).</p><p>2. But you can also do it any time you move.</p><p></p><p>Or:</p><p></p><p>1. It's usually at the end of a move action (because whenever you move, you get the opportunity).</p><p>2. But you can also do it any other time you move (because whenever you move, you get the opportunity).</p><p></p><p>I'm not really sure what was intended here, actually.</p><p></p><p>Historically, if they were just adding options, then your interpretation works, of course, but the wording is notably vague.</p><p></p><p></p><p></p><p>It's never about punishing the player -- but it -is- about punishing boring play and rewarding interesting/fun play. Hiding in the same spot for the entire fight pretty much defines boring, static play in my book, at least--and tactics and mechanics that push players out of their comfort zones tend to be good things.</p><p></p><p></p><p></p><p>Fair enough - if you're consistently doing sim/nar evaluation and handing out bonuses and penalties, that's cool.</p><p></p><p></p><p> </p><p>Depends. I tend to play "rule of cool" and hand out bonuses fairly liberally when I think it's appropriate; I'm more hesitant to hand out penalties. The thing is, the rules do establish an expectation of specific effects in specific circumstances, and while it's within the GM's power to mess with that, it's easier to use it to establish a baseline for what the characters can do -- handing out penalties when the characters try to stretch the definitions of what they can do (rather than just rendering it impossible) and bonuses when they're particularly cool or their actions are particularly sound.</p><p></p><p></p><p>Indeed. It's the kind of thing that should work some of the time (and is also scary as hell when the bad guys pull off the same trick), but should also backfire some of the time.</p></blockquote><p></p>
[QUOTE="mneme, post: 5596458, member: 59248"] It's important to note that the qualifications for hiding have -changed- from PHB1. It started with "a move action"; the current wording is a change. As such, I could really see two interpretations: 1. It's usually at the end of a move action (any move action will do). 2. But you can also do it any time you move. Or: 1. It's usually at the end of a move action (because whenever you move, you get the opportunity). 2. But you can also do it any other time you move (because whenever you move, you get the opportunity). I'm not really sure what was intended here, actually. Historically, if they were just adding options, then your interpretation works, of course, but the wording is notably vague. It's never about punishing the player -- but it -is- about punishing boring play and rewarding interesting/fun play. Hiding in the same spot for the entire fight pretty much defines boring, static play in my book, at least--and tactics and mechanics that push players out of their comfort zones tend to be good things. Fair enough - if you're consistently doing sim/nar evaluation and handing out bonuses and penalties, that's cool. Depends. I tend to play "rule of cool" and hand out bonuses fairly liberally when I think it's appropriate; I'm more hesitant to hand out penalties. The thing is, the rules do establish an expectation of specific effects in specific circumstances, and while it's within the GM's power to mess with that, it's easier to use it to establish a baseline for what the characters can do -- handing out penalties when the characters try to stretch the definitions of what they can do (rather than just rendering it impossible) and bonuses when they're particularly cool or their actions are particularly sound. Indeed. It's the kind of thing that should work some of the time (and is also scary as hell when the bad guys pull off the same trick), but should also backfire some of the time. [/QUOTE]
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