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General Tabletop Discussion
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5' step, partial actions and haste
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<blockquote data-quote="IanB" data-source="post: 26346" data-attributes="member: 1473"><p>I really do believe allowing 2 5' steps is too powerful for a mere 3rd level spell.</p><p></p><p>It probably isn't much of a problem at lower levels. However, at higher levels, where my group at least is playing a lot of the time now, the difference between winning and losing a fight often comes down to how many full attacks the really powerful front-line fighters get. Allowing 2 5' steps makes them a LOT more powerful. At low levels, it is the difference between, say, 2 attacks and 3. At 16th level and up, it is the difference between 2 and 5, and at those levels that is a big difference in damage - and don't say that it isn't a big deal because those last attacks don't have a very high plus; it isn't terribly hard for a 16th or 17th level fighter to have total attacks of +30/+30/+25/+20/+15 when hasted.</p><p></p><p>Allowing 2 5' steps means that a fighter can attack one opponent, drop him, move 10' and full attack another opponent, maybe a spell caster. It means that she could adjust all the way through a giant's reach without provoking a single attack of opportunity, after having taken a move equivalent action. It makes the character much more flexible and powerful in combat than they were, to a point where I think it is too good.</p><p></p><p>Haste is already quite strong for a 3rd level spell. Allowing 2 5' adjustments under it makes it too good, in my opinion, regardless of the minutiae of the rules wording.</p></blockquote><p></p>
[QUOTE="IanB, post: 26346, member: 1473"] I really do believe allowing 2 5' steps is too powerful for a mere 3rd level spell. It probably isn't much of a problem at lower levels. However, at higher levels, where my group at least is playing a lot of the time now, the difference between winning and losing a fight often comes down to how many full attacks the really powerful front-line fighters get. Allowing 2 5' steps makes them a LOT more powerful. At low levels, it is the difference between, say, 2 attacks and 3. At 16th level and up, it is the difference between 2 and 5, and at those levels that is a big difference in damage - and don't say that it isn't a big deal because those last attacks don't have a very high plus; it isn't terribly hard for a 16th or 17th level fighter to have total attacks of +30/+30/+25/+20/+15 when hasted. Allowing 2 5' steps means that a fighter can attack one opponent, drop him, move 10' and full attack another opponent, maybe a spell caster. It means that she could adjust all the way through a giant's reach without provoking a single attack of opportunity, after having taken a move equivalent action. It makes the character much more flexible and powerful in combat than they were, to a point where I think it is too good. Haste is already quite strong for a 3rd level spell. Allowing 2 5' adjustments under it makes it too good, in my opinion, regardless of the minutiae of the rules wording. [/QUOTE]
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