KarinsDad said:
So, he can defend all 8 of the allies around himself with one Swift Action the same as they each can defend themselves with 8 standard actions (i.e. 8 Total Defenses)?
Aid Another (which has a chance of failure) is a Standard Action to give one adjacent Ally +2 to AC against one single attack for one specific opponent.
As hussar said, Aid another is NEVER used. The only time it's used is when one combatant realizes it is impossible for him to affect an opponent, and only *then* does aid another come out, and it's usually to the tune of "What, I need a 19 to hit and then even my max damage bounces? I guess I'll go aid another on Glarg the Barbarian, and hopefully the big bad won't decide to squish me".
KarinsDad said:
IGG for a single ally is a LOT more than twice as powerful as Aid Another (no failure chance, a swift action instead of a standard action, twice the advantage, and it affects multiple enemies) and for up to 8 allies, it's just plain broken.
Just in case you're not aware, it's not an activated ability, per se. It's a stance - once it's going, it just sticks around. My crusader has it on 24/7.
Yes, it's good. Yes, my DM bitches about it constantly. It's doing EXACTLY what its supposed to do. Make it a pain in the ass to attack someone else. So you know what happens? Either they attack me, or they just move out of my reach.... it only affects people I threaten.
What is the exact in-game explanation? I don't know... I'm very good at harrying opponents if they take their focus off me. It's kind of like the opposite of flanking.
is -4 to hit too much of a penalty? Possibly, but the mechanic is still sound.
KarinsDad said:
Aid Another to help a single ally against a single foe makes plausible sense. Spinning around like the Flash in order to protect 8 allies (with a swift action) better than they can protect themselves is not plausible. It's beyond supernatural.
As said before, Aid Another is pretty much "I skip my turn".
Really, IGG has nothing at all to do with protecting your allies, it's about harrying your opponents. Your allies can be 50 feet away, it's the enemies you're affecting, that's why it affects the enemies you threaten.
Whether or not it's balanced, it's a hell of a lot better than "I use Sunder Armor, and give the Ogre +10 hate on me". And D&D
does need some better battle control mechanics. As it is, there's almost no way to actually protect your allies. Movement is too easy (and now they're talking about removing AoO!! Please, for god's sake, no.) and the turn based nature of the game means you can almost never interrupt someone else's action. Attacks of opportunity were, by far, the best addition to D&D ever. It added tactics to the battle like no other addition. It's the one thing that I would never tolerate being removed entirely from D&D. It adds barely any time to the fight, and adds SO much more tactics to the game.
IGG is at least a step in the right direction. Something that makes it a tactically sound idea to attack the Crusader, rather than his friends.
-Nate