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<blockquote data-quote="Hrothgar Rannúlfr" data-source="post: 5034515" data-attributes="member: 54436"><p style="text-align: left"></p> <p style="text-align: left">In my mind, that only works for the dagger wielder if they are superior in skill to the swordsman. If both are 'experts' of the same degree, the dagger wielder would be much less likely to deny the swordsman an attack.</p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left">Haven't you heard the stories of real world martial artists who could rip the hearts from bulls? Let alone the various bone breaking techniques.</p> <p style="text-align: left"></p> <p style="text-align: left">Please, don't confuse base damage and damage from skill. The base damage of an unarmed strike isn't even lethal without Improved Unarmed Strike (or similar proficiency). I look at the damages listed for the weapons in the core PHB as damage the weapon causes at a basic proficiency level. Earlier versions of D&D, like the BOXMI sets included rules for increased weapon damage based upon the level of mastery of the wielder (working similar to the progression of the monk's open hand damage in the SRD).</p> <p style="text-align: left"></p> <p style="text-align: left">I'll take another look at your monk and see what I think. Thanks.</p> <p style="text-align: left"></p> <p style="text-align: left"></p><p>No, I'm not certain that I'd want to go that way. And, if I did, the prerequisites for the feats would be stiff, so as not to make it an automatic option for every character. In addition, we have hundreds of feats available, in our game, so there are plenty of options. Also, I give characters 2 bonus feats at 1st level and 2 more at every even numbered level. So, the characters in my games have plenty of feat slots to spend. In addition, additional bonus feats beyond this can be gained through various means, in game.</p><p></p><p style="text-align: left"></p> <p style="text-align: left">I see what you're saying about Combat Reflexes. Have you looked at <em>Trailblazer's</em> solution to this? It's really nice, especially since it expands upon the AoO rules to allow for various Combat Reactions and it changes how Combat Reflexes works (getting rid of the absurdity that you mention).</p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left">Unless, other feat choices in the game are equally enticing. Making feats like this isn't a priority, for me, at this time. It's more of a thought in the back of my mind as a possibility.</p> <p style="text-align: left"></p> <p style="text-align: left"></p><p>It would if it completely negated them, but I'm still mulling over Trailblazer's similar logic. I may or may not take that path.</p></blockquote><p></p>
[QUOTE="Hrothgar Rannúlfr, post: 5034515, member: 54436"] [LEFT] In my mind, that only works for the dagger wielder if they are superior in skill to the swordsman. If both are 'experts' of the same degree, the dagger wielder would be much less likely to deny the swordsman an attack. [/LEFT][LEFT] Haven't you heard the stories of real world martial artists who could rip the hearts from bulls? Let alone the various bone breaking techniques. Please, don't confuse base damage and damage from skill. The base damage of an unarmed strike isn't even lethal without Improved Unarmed Strike (or similar proficiency). I look at the damages listed for the weapons in the core PHB as damage the weapon causes at a basic proficiency level. Earlier versions of D&D, like the BOXMI sets included rules for increased weapon damage based upon the level of mastery of the wielder (working similar to the progression of the monk's open hand damage in the SRD). I'll take another look at your monk and see what I think. Thanks. [/LEFT] No, I'm not certain that I'd want to go that way. And, if I did, the prerequisites for the feats would be stiff, so as not to make it an automatic option for every character. In addition, we have hundreds of feats available, in our game, so there are plenty of options. Also, I give characters 2 bonus feats at 1st level and 2 more at every even numbered level. So, the characters in my games have plenty of feat slots to spend. In addition, additional bonus feats beyond this can be gained through various means, in game. [LEFT] I see what you're saying about Combat Reflexes. Have you looked at [I]Trailblazer's[/I] solution to this? It's really nice, especially since it expands upon the AoO rules to allow for various Combat Reactions and it changes how Combat Reflexes works (getting rid of the absurdity that you mention). [/LEFT][LEFT] Unless, other feat choices in the game are equally enticing. Making feats like this isn't a priority, for me, at this time. It's more of a thought in the back of my mind as a possibility. [/LEFT] It would if it completely negated them, but I'm still mulling over Trailblazer's similar logic. I may or may not take that path. [/QUOTE]
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