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Assail ability has illogical result when movement is blocked by a hidden enemy

The Assail ability allows you to move twice and then attack into an adjacent square. Suppose the player is on square 1, squares 2 and 3 are empty, and there is an enemy in square 4. The player elects to move through squares 2 and 3, then attack the enemy in square 4. If there is a hidden enemy in either of squares 2 or 3, what happens is that you bump the enemy, the movement is cut short, but you still successfully strike the enemy in square 4, which you are not adjacent to. It seems unfair to just lose the attack, although if that's the only workable option it would be preferable (and less weird). Ideally, after the player's movement is halted, they'd get a new attack selection highlight to pick a new target, or if the previously hidden enemy was the only available target, they'd attack them automatically. Either way, the way it works now doesn't really make any sense.

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    Irfon-Kim Ahmad shared this idea  ·   ·  Flag idea as inappropriate…  ·  Admin →
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