While I'm on the subject, let's take a crack at fixing the Disorient maneuver.
QUOTE ("AR @ p. 159")
Disorient
Confusing the enemy can be just as effective as a swift jab. If a character using the Disorient maneuver achieves more hits than her opponent on an attack, no damage is inflicted, but her opponent is stunned (–1 dice pool modifier to all actions) until the end of his next Action Phase (or the end of the current Combat Turn, whichever comes first). This modifier is cumulative, so an opponent who is disoriented twice will suffer a –2 dice pool modifier, and so on (to a maximum penalty of –4).
The concept behind Disorient is fine - sacrifice the ability to deal some damage to instead temporarily reduce your foe's capacity to fight. It's a lot like the adept power Nerve Strike in that regard, and this sort of thing can come in handy in situations where you'd rather not spill blood, or where you're trying to set up a more powerful opponent to take them down with a follow-up shot powerful enough to overcome their defenses.
The problem is the pitiful effect. Spending a Complex Action to inflict a -1 dice pool modifier that lasts less than a single initiative pass is a waste of time. Sure, you rob the enemy of a single die from whatever action they next choose to perform, but think about the opportunity cost. Instead of doing that, you could just attack normally and attempt to inflict a wound modifier of the same magnitude, which will last for the rest of the entire combat session and beyond. Or you could attack to knockdown, inflicting modifiers for being prone and forcing the enemy to take an action to stand back up. And heck, if you're going to learn a maneuver anyway, take Sweep instead, deal damage while knocking them down!
In contrast, Nerve Strike is much more effective. You make a single attack and each and every net hit reduces either the enemy's Reaction or Agility for the rest of the entire combat session and beyond. Sure, you have to choose either to penalize their ability to attack, or to penalize their ability to defend, but if you reduce EITHER attribute to zero, you paralyze the enemy completely, removing them from the fight! And since it's pretty unlikely for either of these attributes to go much higher than six, you only need a handful of cumulative net hits to drop a target for good.
That said, Nerve Strike IS magical in nature. Its cost as an adept power is much higher than the cost of picking up the Disorient maneuver, so it ought to be much more effective. But surely that's no excuse for Disorient being quite so pitiful?
So there are two ways to make Disorient more effective. Increase its power, or increase its duration. If it had a more substantial effect on an enemy, the short duration wouldn't be so bad. And if it lasted long enough to be useful, you could actually manage to stack the effect, as you're supposed to be able to do. Either option can work.
Personally, I'd simply make a small change to the modifier it inflicts, giving it more power but retaining the short duration of the effect. Instead of a flat -1 die per successful attack, make it -1 die per net hit, while still capping at -4. Whereas a single lost die is largely negligible in most cases, a -4 modifier is much more substantial. And while it might be a bit much of it lasted longer, I think it balances out very nice with the current duration.
~Umi