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<blockquote data-quote="Chaosmancer" data-source="post: 9049745" data-attributes="member: 6801228"><p>Huh, I did not know that. </p><p></p><p>I was mostly trying to find a way that allowed for huge creatures to move massive amounts, but that didn't break immediately in other situations. I went through a doze or so variations.</p><p></p><p></p><p></p><p>Sleeping on it, I'm leaning towards rewriting the remarkable athlete ability to say </p><p></p><p><em><u>Remarkable Physique:</u> Your training and dedication have made you a truly remarkable specimen of athleticism. <em>You may long jump or high jump as a bonus action, instead of an action. If you chose to use your action instead</em>, all jump distances are doubled for that jump.</em></p><p></p><p>This lets them make 15 or 20 ft leaps as a bonus action, but then truly fly when they focus their action on doing so, which is better for exploration. </p><p></p><p></p><p></p><p>They absolutely do increase by 1, 2 or 3 trained arts at the proper levels. I like predicatable patterns, but I also didn't want to give a dozen trained arts to a level 1 fighter. </p><p></p><p></p><p>It could be rolled seperately from the attack, but there is a bit of math and a bit of psychology I wanted to have at work here. The die represents uncertainty, you feel like using a combat art is a risk because it is a more complex and more likely to fail because of it. But, mathematically, the average of the die is slightly higher than the flat bonus. And in fact, an art could roll really well on the die, and allow you to hit an enemy you would normally miss. It is possible that you will fight an enemy who you have trouble hitting, and decide to risk an art... because if the die rolls higher you have a better chance of hitting. And, in story... isn't that exactly what people do? You have an opponent you have trouble connecting with and so you pull out a risky stunt to try and swing the fight back in your favor. </p><p></p><p>I haven't had time to test it personally, but I like the potential I'm seeing in it. Both the "I don't want to risk missing by trying something fancy" and the "I can't normally hit this guy, let's try something fancy and see if it works"</p><p></p><p></p><p></p><p></p><p>Hmm, I like the idea here, but I'm seeing the same boat in a lot of ways. </p><p></p><p>Dash as an attack does start stepping on cunning action and step of the wind, but it is neat to get all the speed. </p><p></p><p>Shield is great, love that. </p><p></p><p>Escape a grapple.... Well... technically? You escape a grapple when you are out of reach of the enemy. Use an attack to shove and you knock them back and escape. </p><p></p><p>Use an item would be great... but I was just starting to make rogues item users and this would step into that. </p><p></p><p>So, I think for me, I wouldn't use this rule. I make make a special shield rule to allow more easily stowing shields, but I want to keep speed and items for rogues and leave attack power for barbs and fighters. But I could see going the other way with it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9049745, member: 6801228"] Huh, I did not know that. I was mostly trying to find a way that allowed for huge creatures to move massive amounts, but that didn't break immediately in other situations. I went through a doze or so variations. Sleeping on it, I'm leaning towards rewriting the remarkable athlete ability to say [I][U]Remarkable Physique:[/U] Your training and dedication have made you a truly remarkable specimen of athleticism. [I]You may long jump or high jump as a bonus action, instead of an action. If you chose to use your action instead[/I], all jump distances are doubled for that jump.[/I] This lets them make 15 or 20 ft leaps as a bonus action, but then truly fly when they focus their action on doing so, which is better for exploration. [I][/I] They absolutely do increase by 1, 2 or 3 trained arts at the proper levels. I like predicatable patterns, but I also didn't want to give a dozen trained arts to a level 1 fighter. It could be rolled seperately from the attack, but there is a bit of math and a bit of psychology I wanted to have at work here. The die represents uncertainty, you feel like using a combat art is a risk because it is a more complex and more likely to fail because of it. But, mathematically, the average of the die is slightly higher than the flat bonus. And in fact, an art could roll really well on the die, and allow you to hit an enemy you would normally miss. It is possible that you will fight an enemy who you have trouble hitting, and decide to risk an art... because if the die rolls higher you have a better chance of hitting. And, in story... isn't that exactly what people do? You have an opponent you have trouble connecting with and so you pull out a risky stunt to try and swing the fight back in your favor. I haven't had time to test it personally, but I like the potential I'm seeing in it. Both the "I don't want to risk missing by trying something fancy" and the "I can't normally hit this guy, let's try something fancy and see if it works" Hmm, I like the idea here, but I'm seeing the same boat in a lot of ways. Dash as an attack does start stepping on cunning action and step of the wind, but it is neat to get all the speed. Shield is great, love that. Escape a grapple.... Well... technically? You escape a grapple when you are out of reach of the enemy. Use an attack to shove and you knock them back and escape. Use an item would be great... but I was just starting to make rogues item users and this would step into that. So, I think for me, I wouldn't use this rule. I make make a special shield rule to allow more easily stowing shields, but I want to keep speed and items for rogues and leave attack power for barbs and fighters. But I could see going the other way with it. [/QUOTE]
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