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Thoughts on feat for an archer
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6793544" data-attributes="member: 6787650"><p>My favorite part of Mobile is actually a piece that tends to get ignored: you can ignore difficult terrain when Dashing. That means that in a forest or indoor area crowded with rocks and furniture/etc., your Expeditious Retreat/Cunning Action becomes twice as effective, and even regular Dashing goes from "barely keep ahead of monsters with 40' movement" to "leave non-flying monsters behind in the dust."</p><p></p><p>I get the impression that most DMs tend to underuse difficult terrain (rooms have no furniture, etc.), which might explain why this part of Mobile doesn't get much play. But even if your DM doesn't naturally place difficult terrain, you can either seek it out or create it in advance using nothing more than time.</p><p></p><p>The only reason I don't suggest Mobile for you is that when there are a bunch of melee dudes in the party already, they'd have to significantly change their playstyle in order for you to benefit from Mobile. For example, they wait behind a corner while you scout on ahead until you see a monster (monsters). You start shooting it (one of them) until it pursues (they pursue) you, and then you commence hitting it (one of them) while you retreat back to where your buddies suddenly burst out and murder them all. This would be pretty pointless in a CAS campaign since surprise and enemy mistakes aren't really a thing there (the DM has more tendency to metagame), but in a CAW scenario it can be valuable for your enemy to underestimate the threat until it's in melee range. What's that saying? Something about how, since you can't usually hide a threat entirely, "[military] surprise is what happens when something you saw all along turns out to be different than what you thought." But it won't work on a DM who metagames, because he knows all along what the real threat is.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6793544, member: 6787650"] My favorite part of Mobile is actually a piece that tends to get ignored: you can ignore difficult terrain when Dashing. That means that in a forest or indoor area crowded with rocks and furniture/etc., your Expeditious Retreat/Cunning Action becomes twice as effective, and even regular Dashing goes from "barely keep ahead of monsters with 40' movement" to "leave non-flying monsters behind in the dust." I get the impression that most DMs tend to underuse difficult terrain (rooms have no furniture, etc.), which might explain why this part of Mobile doesn't get much play. But even if your DM doesn't naturally place difficult terrain, you can either seek it out or create it in advance using nothing more than time. The only reason I don't suggest Mobile for you is that when there are a bunch of melee dudes in the party already, they'd have to significantly change their playstyle in order for you to benefit from Mobile. For example, they wait behind a corner while you scout on ahead until you see a monster (monsters). You start shooting it (one of them) until it pursues (they pursue) you, and then you commence hitting it (one of them) while you retreat back to where your buddies suddenly burst out and murder them all. This would be pretty pointless in a CAS campaign since surprise and enemy mistakes aren't really a thing there (the DM has more tendency to metagame), but in a CAW scenario it can be valuable for your enemy to underestimate the threat until it's in melee range. What's that saying? Something about how, since you can't usually hide a threat entirely, "[military] surprise is what happens when something you saw all along turns out to be different than what you thought." But it won't work on a DM who metagames, because he knows all along what the real threat is. [/QUOTE]
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