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Stun is Fun
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<blockquote data-quote="unan oranis" data-source="post: 5092684" data-attributes="member: 65462"><p>Again, our perspectives have a huge fault line between them:</p><p>You consider the turn used to give a save as 100% wasted. You are saying that if your pal makes his save and comes back on-line, he now has to do his turn and make up for your "wasted turn".</p><p></p><p>I consider all three parts of the turn, the move, the heal check and the saving throw to each have their own risk/reward, and to be a fully functioning and fun way to spend your turn - even if you fail. </p><p></p><p></p><p></p><p>OK, lets throw "bunching up is bad" in the con side of making heal checks. Fair enough.</p><p></p><p></p><p>Hadn't thought of that - lets say it's worth the risk of drawing an AoE attack then and cancel the two points out?</p><p></p><p></p><p></p><p>I'm pretty sure that most attack rolls, world wide, require higher than a 10 to hit on average. I could be wrong but I'd be surprised.</p><p></p><p>As far as the ultimate sweet spot goes, well that just means that it isn't always easier to heal your friend... which is good! Ideally you will be confronted by choices on your turn, not just parsing which is the most efficient course.</p><p></p><p></p><p></p><p>There's an equally decent chance that you are already next to your ally, and that you still have your move action left after the heal check.</p><p></p><p>Again, the positioning of your character (as you note; important) qualifies your rescue turn as being as legitimate as the turn where you blast out a power.</p><p></p><p></p><p></p><p>Even with a miss effect, you are comparing using a miss effect now, no heal for buddy, no turn for buddy v.s. heal check for buddy, maybe a turn for buddy and having a chance for the hit effect.</p><p></p><p>In fact if it were possible to call "backsies" to cancel the miss effect and hold onto your daily for next turn, people would do it from time to time.</p><p></p><p></p><p></p><p>The lack of drama, tension or interest is mostly in the execution, where ever it is to be found in the game for any ability.</p><p></p><p>Stun is dangerous, yes.</p><p></p><p>It can suffocate the drama, tension or interest if spammed - but the same could be said of many elements in the game.</p><p></p><p>As far as the orbizard goes, got one in my campaign. Or had one. 18th level bastard just got smoked permanently this weekend, by the most powerful foe of the encounter.</p></blockquote><p></p>
[QUOTE="unan oranis, post: 5092684, member: 65462"] Again, our perspectives have a huge fault line between them: You consider the turn used to give a save as 100% wasted. You are saying that if your pal makes his save and comes back on-line, he now has to do his turn and make up for your "wasted turn". I consider all three parts of the turn, the move, the heal check and the saving throw to each have their own risk/reward, and to be a fully functioning and fun way to spend your turn - even if you fail. OK, lets throw "bunching up is bad" in the con side of making heal checks. Fair enough. Hadn't thought of that - lets say it's worth the risk of drawing an AoE attack then and cancel the two points out? I'm pretty sure that most attack rolls, world wide, require higher than a 10 to hit on average. I could be wrong but I'd be surprised. As far as the ultimate sweet spot goes, well that just means that it isn't always easier to heal your friend... which is good! Ideally you will be confronted by choices on your turn, not just parsing which is the most efficient course. There's an equally decent chance that you are already next to your ally, and that you still have your move action left after the heal check. Again, the positioning of your character (as you note; important) qualifies your rescue turn as being as legitimate as the turn where you blast out a power. Even with a miss effect, you are comparing using a miss effect now, no heal for buddy, no turn for buddy v.s. heal check for buddy, maybe a turn for buddy and having a chance for the hit effect. In fact if it were possible to call "backsies" to cancel the miss effect and hold onto your daily for next turn, people would do it from time to time. The lack of drama, tension or interest is mostly in the execution, where ever it is to be found in the game for any ability. Stun is dangerous, yes. It can suffocate the drama, tension or interest if spammed - but the same could be said of many elements in the game. As far as the orbizard goes, got one in my campaign. Or had one. 18th level bastard just got smoked permanently this weekend, by the most powerful foe of the encounter. [/QUOTE]
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