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<blockquote data-quote="Ahnehnois" data-source="post: 5522233" data-attributes="member: 17106"><p>Here's my experience:</p><p></p><p>Taking a combat reaction is optional. You can always save it in case you need an AoO. The options are simple and well-defined: AoO, AC, DR, or aid (maybe missing something but those are the ones my players use). I don't think it really makes the fighter's turn last longer (esp since TB cuts down the number of iterative attacks at high levels).</p><p></p><p>As far as ranged characters vs melee, it's true you can't aid. But two archers shooting at each other can still dodge/block so I don't see the new rules as favoring melee any more than the old ones.</p><p></p><p>It does favor monsters with high BAB (as monster HD are weak, a challenging monster often has more of them, and more BAB). Some of the options are BAB-based, so dodge/block can become scary. It also increases the distance between levels; a character a few levels higher than you might be able to dodge or block your one-two attacks per round, becoming unhittable.</p><p></p><p>The upside is that fighters have more actions. Since casters' turns have always taken longer than fighters, I have no problem with this. The fighter can dodge a caster's ray-type spell much more effectively, since his touch AC is weak but his BAB is strong. The aiding another reaction encourages teamwork, but makes for an interesting tactical choice, since you reduce your ability to defend yourself (I still allow aid as an attack action, scaling the aid bonus based on the attack roll). Combat Reflexes is now an excellent feat, instead of a weird niche option that may or may not see a lot of use.</p><p></p><p>On the whole, I think Combat Reactions cost me very little effort and time and added a lot to the game.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5522233, member: 17106"] Here's my experience: Taking a combat reaction is optional. You can always save it in case you need an AoO. The options are simple and well-defined: AoO, AC, DR, or aid (maybe missing something but those are the ones my players use). I don't think it really makes the fighter's turn last longer (esp since TB cuts down the number of iterative attacks at high levels). As far as ranged characters vs melee, it's true you can't aid. But two archers shooting at each other can still dodge/block so I don't see the new rules as favoring melee any more than the old ones. It does favor monsters with high BAB (as monster HD are weak, a challenging monster often has more of them, and more BAB). Some of the options are BAB-based, so dodge/block can become scary. It also increases the distance between levels; a character a few levels higher than you might be able to dodge or block your one-two attacks per round, becoming unhittable. The upside is that fighters have more actions. Since casters' turns have always taken longer than fighters, I have no problem with this. The fighter can dodge a caster's ray-type spell much more effectively, since his touch AC is weak but his BAB is strong. The aiding another reaction encourages teamwork, but makes for an interesting tactical choice, since you reduce your ability to defend yourself (I still allow aid as an attack action, scaling the aid bonus based on the attack roll). Combat Reflexes is now an excellent feat, instead of a weird niche option that may or may not see a lot of use. On the whole, I think Combat Reactions cost me very little effort and time and added a lot to the game. [/QUOTE]
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