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Re: Casting into melee

Posted: Fri Feb 15, 2019 11:54 am
by TorgHacker
fougerec wrote:Maybe something similar to Mobility in D&D? If you attack someone in melee you can move away without becoming Vulnerable?


I could have sworn we already had a Perk like that but it might just be a Special Ability for threats at the moment.

Re: Casting into melee

Posted: Fri Feb 15, 2019 12:26 pm
by utsukushi
Honestly, given that movement is basically `free' and the Becoming Vulnerable thing is the only problem with moving in and out of melee... I like that better in the sense of it feeling more like at least it's the Melee character doing something, but functionally I don't see the difference. Eternity assumes a more fluid, `descriptive' battle scene - ie, that you're not tracking positions on a map - and with the two sides moving all at once and the players having total control over what order they move in...

I mean, it's already totally in the player's control to do things in "the right order". Interaction Attackers go, then Ranged Attackers, then the Melee Attackers step in, and nobody steps on each other's toes. It's only the next round, when the Melee people are still there and the Ranged group wants to hit the same target, that this even comes up. If Team Melee can just make their attack and freely step back to let the Ranged folks go, and then swap orders again the next turn...

This still just lets the Melee character take a Perk that negates Firing Into Melee. The pressure is still on the Melee character to take it, and it still means a whole group can use this plan with only one person taking one Perk. I suppose it might occasionally mean the Bad Guys can move around the Melee character and get to the Ranged group, but unless the Ranged folk are standing too close... not often.

Re: Casting into melee

Posted: Fri Feb 15, 2019 12:41 pm
by TorgHacker
True, but it's not necessarily for that purpose. What it's really useful for is those with Whirlwind.

In fact, I'd make Whirlwind a Pre-req for it.

Re: Casting into melee

Posted: Fri Feb 15, 2019 10:58 pm
by Savioronedge
TorgHacker wrote:True, but it's not necessarily for that purpose. What it's really useful for is those with Whirlwind.

In fact, I'd make Whirlwind a Pre-req for it.

Savioronedge wrote:‡ I am still considering Whirlwind as a prerequisite

Re: Casting into melee

Posted: Sat Feb 23, 2019 7:37 am
by Sunrunner
Yeah Whirlwind being a prereq makes sense to me. Also give the power of the perk it should be behind a gate.