12-03-2019, 06:40 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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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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-HJC Last edited by hcobb; 12-03-2019 at 06:46 AM. |
12-03-2019, 11:27 AM | #2 |
Join Date: May 2015
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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. |
12-03-2019, 04:30 PM | #3 | |
Join Date: Sep 2018
Location: North Texas
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Re: Alertness III
Quote:
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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