<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=275524.msg13584602#msg13584602">Quote from: Jezabelle on 08-10-2017, 05:00:19</a></div></div><blockquote class="bbc_standard_quote">How would y'all feel about an "Advise" action which lets you give a clan member one of your dice in a specific skill for that turn only.  So if they had 3d6 Bureaucracy and you had 1d6 Bureaucracy you could spend the turn with 0 Bureaucracy and let them have 4d6 Bureaucracy.<br/><br/>I would not have this carry into combat for Warfare, simply b\c it could give a massive advantage to an already advantage set of groups (those with 2+ Generals).<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I'm not a huge fan for several reasons. Firstly, it strongly encourages people to min-max their stats even further. Generalists are already at a disadvantage without having their only redeeming feature - flexibility - given away to everyone else.<br/><br/>Secondly, it's giving yet<em>another</em>bonus to Clans with extra players, as they benefit the most from stat sharing. It's already a bit ridiculous: Clan Gunba gets<strong>six</strong>more actions per turn than the poor Yunar Exiles - and that's in addition to all the extra skills they have! I know this is all about the roleplay rather than the game mechanics, but I feel you shouldn't tip the scales any further.<br/><br/><strong>Edit:</strong>That's not me hating on Clan Gunba, by the way - I was just picking them to demonstrate a point with the game imbalance.<br/><strong>Edit 2:</strong>Also on the topic of not hating, all the above are just my own personal thoughts on the matter. I'll abide by whatever Jez's decision is!