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Old 12-03-2019, 06:40 AM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Alertness III

IQ 10 Alertness II(2): Your side hexes are treated as front hexes and your rear hex is treated as a side hex. Prerequisite: Alertness I and adjDX 12+ Cost is halved if you have Unarmed Combat IV or Weapon Mastery.

IQ 11 Alertness III(2): Subtract two dice from the listed number for IQ checks to spot things and notice ambushes on a 2/IQ save. All adjacent hexes are treated as front hexes. Prerequisite: Alertness II and adjDX 14+ Cost is halved if you have Unarmed Combat V or Master Fencer.
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Last edited by hcobb; 12-03-2019 at 06:46 AM.
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Old 12-03-2019, 11:27 AM   #2
Skarg
 
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Default Re: Alertness III

While it could seem like it would make sense to break out the facing advantage from the high level Unarmed Combat talents almost no one ever gets, into an ability that everyone could get, I would not want it to be so easy to achieve. Nor would I want to further improve best-of-the-best talents it synergizes with for reduced costs like that.

Seems like another case (like e.g. some of the new spells) of ability creep that removes important/interesting/sense-making elements of play from the game.
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Old 12-03-2019, 04:30 PM   #3
TippetsTX
 
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Default Re: Alertness III

Quote:
Originally Posted by Skarg View Post
While it could seem like it would make sense to break out the facing advantage from the high level Unarmed Combat talents almost no one ever gets, into an ability that everyone could get, I would not want it to be so easy to achieve. Nor would I want to further improve best-of-the-best talents it synergizes with for reduced costs like that.
I had the same thought... I have a talent almost identical to Henry's Alertness II called 'Combat Awareness', but the prerequisites are different. New thread incoming!
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