Quote:
Originally Posted by tbeard1999
We always played it as next attack. Making a figure *possibly* lose two turns of attacks is devastating.
No solution is perfect because the turn sequence is unavoidably artificial. I'd prefer the solution that is the best for game balance.
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From a game balance perspective, if there is a special attack option like Shield Rush or Unarmed Combat II "throw" or the Trip spell (cost: 2 ST), which take an entire turn and very well may fail, then having a success only inconvenience the target for only one action makes those options mostly a losing proposition except in special circumstances, because the person using those options certainly loses an action doing it, and may fail.