Revision to Pin

Submitted by Thad (He/Him) on Sun, 2/17/2013 at 8:18pm

As part of revising fighters, I've decided to give monks a shot in the arm by improving the Pin mechanic. The basics remain the same, but there will now be higher-level versions of Pin that don't immediately break when the victim is attacked.

Pin

The action prevents the affected character from moving, attacking, or performing any action other than speaking while the Pin is maintained. If the effect is weapon-delivered, the user must hold his or her weapon on the affected character. Otherwise, the user must hold a hand up toward the affected character. The action ends if the affected character is attacked or if the user moves, attacks, or performs any action other than speaking.

If the Pin tagline is followed by a number, the affected character may be attacked that many times before the Pin is broken. For example, a Pin 3 does not end until after the third attack to hit the affected character. These attacks may originate from any character, including the user. Additionally, the user may opt to drag the affected character. This counts as an attack and functions in all ways like the Drag assumed action, forcing the affected character to walk slowly with the user until released.

So if you're hit by Pin X, you don't get out until after X attacks. And the person Pinning you can choose to drag you, which counts as an attack. This will give monks (and possibly wizards) a nice niche with crowd control that doesn't break as easily and allows for forced movement, something no other crowd control can yet boast.

I love this.

what, no meow?

i will have to say i do like this pin  better then the old one

I reserve MEOW for inplay forums.

... meow...