Re: unrealistic abilities
UngeheuerLich said:
1st example: a round is an abstract amount of time. While you can´t react to anything, others do their actions. In 3.5 you could do up to 5 more or less very accurate ranged attacks with a bow in 6 seconds... sorry, that was highly unrealistic.
What the warlord does is helping your party out with some orders, where you can get an advantage you maybe didn´t see without his orders and waiting for the right moment to shoot, missing out some of them. You should look at it like a range attack of opportunity.
The 5 accurage range attacks in 6 seconds might be unrealistic in the real world, but I can "see" (as in: imagine) a fantasy hero doing it. I actually simply have to take another look at the Lord of the Rings movies and I do not even need to imagine it anymore.
On the other hand, I can't "see" an action that always took some time suddenly not take any time at all. In the example of "Feather Yon Oaf", you have to consider that those allies did something on the round before, and are going to do something on the next round. That is, they have already spent their 6 seconds before and their next 6 seconds on other actions; and in the middle of all that, they get to take a bow, aim, and shoot for free ? I could buy the "warlord makes you use better your time in battle" explanation, but that would put all high level fighters to shame.
2nd: performing spectacular weapon skills when your enemies are more or less exhausted isn´t that illogical (maybe all should be bloodied though)
Right. If all were bloodied, and if bloodied = exhausted, then I could imagine this "whirlwind" attack. But bloodied is not exhausted I think (because exhaustion is dealt with in other ways, e.g., stat penalties in 3nd edition). Bloodied seems to be "I can no longer be heroic, I can no longer turn fireball damage into small burns and huge sword cleaves into minor scratches". I really have a hard time seeing how that would mean that other people can now use whirlwind attacks while they couldn't before.
3rd: getting angry when you are hurt, doesn´t sound unreasonable. From a mechanical point of view (as it is explained on wizards.com) it sound right that dragons should have abilities to defend themself when fighting intruders.
Getting angry does not mean you get to do things more quickly (or "for free") suddenly though. Nor does bloodied = angry. That actually is part of my problem with bloodied: it sometimes is read as "exhausted", sometimes as "angry", sometimes as something completely different. It has many different interpretations (nearly one for each power that uses it). That's its big problem: in order to make it work, you have to make it mean anything and everything. In the end, the interpretation becomes so complex that you have to give up on interpreting it altogether ... then we have rules for rules' sake, and not rules to describe the imagination.
Note that it does not mean that it's bad to have rules for rules' sake ... card games, dice games, and many other games have rules for rules' sake and that's all fine. I would just expect roleplaying games to have rules that correspond to something.
In 3.5 I lost one BBEG due to 3 players appearing out of a dimensional portal, hasted. It took them two rounds to kill my illithid LVL 13 Cleric when they were only 3 LVL 11 chars. An ability to do something out of your turn sounds totally right for solomonsters. As explained: better more attacks with less damage and without SoD out of their order than If you strike first = win.
I am all fine with giving solo monsters abilities so they are not overwhelmed by a group of PCs in a few rounds. I am all fine with, for example, allowing dragons to act twice a round instead of once, because they just are combat machines with lots of natural attacks (you would for example have 2 initiative scores for the dragon). What I do not get though is that the dragon does something for free, out of its turn.