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<blockquote data-quote="Fanaelialae" data-source="post: 4906387" data-attributes="member: 53980"><p>How about, under the right circumstances, the bubble allows prone to act as a sub-par version of stun (denying the target his attack) and daze to act as almost a full stun (denying the target his attack <em>as well as</em> all the other perks of daze such as combat advantage and denial of opportunity attacks). Both prone and daze are, quite obviously, meant to be weaker than stun (stun occurs at higher levels, just for starters). Therefore, allowing prone and daze to be almost a stun would seem to give daze and prone too much weight in certain situations (although not others). </p><p></p><p>Fighters get both knock prone and daze attacks. However, at least in my experience, the bubble is the last thing a fighter wants to use (because it may force the opponent onto a non-defender). If this tactic were intended as the central aspect of daze and prone, then it follows that the fighter's prone and dazing attacks are worthless powers (because they don't want to utilize the best part of the effect).</p><p></p><p>Note, I'm not saying the the bubble <em>is</em> broken or an oversight, just that the argument exists that it <em>could be</em>. That <em>possibility</em> (as well as the other weirdness that results from it) is significant enough to my players and myself that we houseruled around it. If you find that the bubble enhances your games, good! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> For my players and myself it detracts from play so we use Lunge to eliminate it. I assure you, it hasn't unbalanced my game and I haven't noticed any problems with daze or prone effects on either side of the screen (and yes, they still get used, quite often).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4906387, member: 53980"] How about, under the right circumstances, the bubble allows prone to act as a sub-par version of stun (denying the target his attack) and daze to act as almost a full stun (denying the target his attack [i]as well as[/i] all the other perks of daze such as combat advantage and denial of opportunity attacks). Both prone and daze are, quite obviously, meant to be weaker than stun (stun occurs at higher levels, just for starters). Therefore, allowing prone and daze to be almost a stun would seem to give daze and prone too much weight in certain situations (although not others). Fighters get both knock prone and daze attacks. However, at least in my experience, the bubble is the last thing a fighter wants to use (because it may force the opponent onto a non-defender). If this tactic were intended as the central aspect of daze and prone, then it follows that the fighter's prone and dazing attacks are worthless powers (because they don't want to utilize the best part of the effect). Note, I'm not saying the the bubble [i]is[/i] broken or an oversight, just that the argument exists that it [i]could be[/i]. That [i]possibility[/i] (as well as the other weirdness that results from it) is significant enough to my players and myself that we houseruled around it. If you find that the bubble enhances your games, good! :) For my players and myself it detracts from play so we use Lunge to eliminate it. I assure you, it hasn't unbalanced my game and I haven't noticed any problems with daze or prone effects on either side of the screen (and yes, they still get used, quite often). [/QUOTE]
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