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Ampersand: Sneak Attack

CleverNickName said:
So, shifting is a five-foot step, except when it isn't?

I apologize if someone has already said this, but the Shift is exactly like the 5 ft. step, except it costs a Move action.

And you can make as many Shifts as you have Move actions.
 
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Baduin said:
Try crawling with a bow. Crossbow is really good for shooting from ambush, since you can use it prone, and can load and draw it earlier and wait for a long time before shooting.

To shoot a bow you have to stand up straight, draw it and let loose. Not much chance for any surprise attacks.
Correct, you cannot shoot a bow while prone. Not only does this having nothing to do with sneak attacks (which requires "combat advantage," not laying on the ground), you can't properly use a sling when flat on your stomach, either.
 

Steely Dan said:
I apologize if someone had already said this, but the Shift is exactly like the 5 ft. step, except it costs a Move action

well without full attack being in the game a move action has about the same relevance as a 5' step. There are some corner cases where the overall effect would be different but usually I don't think there will be one.
 

ZombieRoboNinja said:
I'm just thinking of the actual discussion around the table here. Most groups I've played do pretty much all conversation in-character, so this might be a bit awkward. Especially if the other characters want to tell my rogue to stop whining about his dailies and get going. It's a tactical conversation that the characters can't have (because they don't know, under this justification, that they've "used up" their daily powers) but will probably come up fairly frequently for players. (Shelly already mentioned it on one of her articles, in fact.)

So you're forced to either stop roleplaying and hash it out out-of-character (which is also problematic because players might have different tactical priorities from their characters), or else have an entire conversation in weird in-character innuendo.
I don't know, this seems easy enough for me... Namely, it makes sense if you think that a character whose resources are depleted feels tired.

A character who has used up per-encounter powers feels winded. The character can keep fighting, but they would prefer to take a moment's rest in order to catch their breath.

A character who has used up per-day powers feels tired. The character can tough it out and keep going without trouble, but they are still not at their best and would prefer to rest. Stuff liking complaining about sore muscles and desiring strong coffee fit into this area, things that will not affect your overall performance too much, but show that you just are not at 100% anymore and need some real rest.
 

Ahglock said:
well without full attack being in the game a move action has about the same relevance as a 5' step. There are some corner cases where the overall effect would be different but usually I don't think there will be one.

Dollars to donuts the defender class(es) will have stuff to punish people who stand still in enemy territory.
 

hong said:
Dollars to donuts the defender class(es) will have stuff to punish people who stand still in enemy territory.

I got the impression they get to lay down the punishment more for people who try to move through enemy territory, though I totally could be misinterpreting it.
 

Ahglock said:
I got the impression they get to lay down the punishment more for people who try to move through enemy territory, though I totally could be misinterpreting it.
To be precise, they get to punish people who stay too close to them. This could be because you started your turn next to them and decide to stand still, or because you started your turn away from them and move closer.
 

Ahglock said:
I got the impression they get to lay down the punishment more for people who try to move through enemy territory

Yeah, I heard they punish you if you take your attention (attack someone else) when adjacent to them, or if you move away from them – come here!
 

TwinBahamut said:
I don't know, this seems easy enough for me... Namely, it makes sense if you think that a character whose resources are depleted feels tired.

^ agree.

In addition, there have always been aspects of D&D which have required this sort of code-speak. Enhancement bonuses to magic items being the most obvious.
 

ajanders said:
In terms of the versimilitude, I understand the concept of, for example, invoking a magical power that lasts "only a few minutes" -- one two minute encounter, for example.
It's when the power lasted two minutes this morning, five minutes this afternoon, and pooped out after thirty seconds yesterday that my disbelief senses start tingling.
Well, I started roleplaying with Shadowrun. In there, active spells require concentration, and it was very difficult to maintain multiple spells. When I came to D&D 3.0, I had to get accustomed to the idea that I could actually have multiple spells running and not sucking. :) (though that might have been the smaller change I had to adapt to compared to the formulaic SR spells to the highly unique Vancian spells and the whole "per day" stuff... Or Hitpoints...)

So, it's not like your power actually has a variable duration - you just decide to end it because you no longer need it, and it takes effort to maintain. And if you wouldn't end it, you couldn't get enough rest to replenish your per encounter resources.
 

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