Seonaid
Explorer
Tessarael: I think that was my problem also.John Q. Mayhem said:So it's a TWF fighting feat that doesn't make you any better at fighting with two weapons.
Tessarael: I think that was my problem also.John Q. Mayhem said:So it's a TWF fighting feat that doesn't make you any better at fighting with two weapons.
Okay, I never got into rules and mechanics in 3E. Just recently I've interested myself in all of that, and I mostly play 3.5 now, so I actually didn't consider, in any of this, the change from 3 to 3.5. I agree with you now.Tessarael said:Spell Focus +2 DC was the way it worked in 3E D&D. What happened was that a number of feats (e.g. Greater Spell Focus - another +2 DC in Tome and Blood) and prestige class features came out that gave further bonuses to save DC. To limit this, they changed the feats to what you see now in 3.5E D&D PHB. So I'm just suggesting going back to 3E and getting rid of the extra feat - and it worked on in 3E, before all the additional stacking save DC increases.
I don't like the idea of sneak attacks with two being the same as with one. I don't know how I feel regarding balance, but it seems to *make sense* that if you sneak attack in the same moment (basically) with two weapons, you'd get both. (I'm very much about making D&D *sensible*, to the greatest extent possible in a fantasy game.)It reduces Rogues sneak attacking with two weapons to the same as if they only had one weapon. (Why should two weapons for Rogues be better with than for a high DEX Fighter?) I think it's actually less complicated that the 3E and 3.5E two weapon rules: add +2 damage if you're wielding two weapons to whichever weapon you choose as primary (you can switch to take advantage of DR penetration materials for example).
Okay, I don't know enough about the non-standard attacks. I'll take your word for it, and agree that applying the AoO to the grapple (etc.) makes sense, and that it's ridiculous to have feats stacking to counter each other.Here's my issue with the current system: monsters have Improved Grapple, so other combatants will need Close Quarters Fighting. You get feats and counter feats, and feats get progressively less useful. These non-standard attacks (grapple, sunder, trip, etc.) have benefits beyond a normal attack. To reduce their benefit, you take an attack of opportunity, and any damage from this penalizes your change to grapple/sunder/trip/disarm etc. I want the "standard ruling" to still allow someone to initiate a grapple after they've been hit by the attack of opportunity. Dammit, I got close and got hurt, let me try at least.Otherwise you force grapplers to take Improved Grapple, and the whole problem begins.
I'm honestly not sure what bothers me about them. It makes sense (there's that phrase again) that if someone is coming near you and not paying attention to you that you should be able to at least try to hit them. Still, I'm uneasy about it. Perhaps I should take it up in the House Rules forum.Attacks of opportunity seem to me to work ok as a balancing mechanic. Combatants will need to take Combat Reflexes and have some DEX bonus to being able to get multiple attacks of opportunity (e.g. I'll spend my BAB +15/+10/+5, 3 attacks, trying to grapple you.)
You're right; in theory, I agree with you. However, in an ideal world, there would be no classes as such. In an ideal world (to me), you'd have a list of "features" that can be assigned point values and chosen by any character upon creation, as long as there is a reasonable amount of points allocated for creation. That way, you can have whatever character you want and are not restricted to classes or whatnot. I'm sure there are arguments against that, but I am one of those players who take half-elf regularly for flavor reasons.Well, I like the fact it helps you avoid being flanked. What don't you like about that? I also think Fighters et al., should be able to avoid flanking just as a Rogue does, at the price of a couple of feats. (Similarly, maybe Rogues should be able to take Weapon Specialization.)
When you put it that way, of course it's silly (and see my above comment about the change from 3 to 3.5). What was the reasoning behind making this feat? Is there some balance issue they were working on? Do certain character types/classes benefit from this more than others?There was a 3E to 3.5E change in the rules regards running. In 3.5E D&D, if you run, and don't have the Run feat, you lose your DEX bonus to AC. I think that's silly.
Interesting. I'd like to see this in practice. Do you use this in your campaigns? If so, how is it working out? I like the idea, but I wonder how it would work in play. Would it be stackable?Moreover, I'd like +10' movement to be a feat - and this is better than the Run feat, once everyone gets DEX bonus to AC when running. Barbarians get +10' move bonus (untyped) at 1st level. Monks get it every 3 levels (3rd, 6th, etc.). I wouldn't give Monks 6 bonus feats in lieu of +60' movement at 18th level - I'd either give them the movement increase as a class feature, or give them say 3 feats in exchange for this (more versatility).
Yes, thank you very much. I hope I'm not boring you with my questions. I am *not* well-versed in the mechanics, so I could be bringing up ridiculous points. Feel free to just say to me, "Go read your PHB and DMG, you lazy slug!"Hope that helps explain where I'm coming from ...
If tumble is taken out of combat, Mobility might need a little boost.ph0rk said:Tumble vs. Mobility: I don't see tumble as unbalanced; unless all your NPCs are loaded with combat reflexes you aren't op attacking for teh win1!!! anyway. Mobility does feel a bit underpowerd for a feat though (a-la endurance and combat casting)
Seonaid said:If tumble is taken out of combat, Mobility might need a little boost.
Seonaid said:As for tumble being unbalanced, perhaps it was only my particular campaigns and fellow characters that make me feel that way. I seem to always have that one person who tumbles in and out of ridiculous situations. I suppose it could just be a case of certain classes and skills being more useful, in general, but it's still frustrating to have characters who seem much better at everything than others.
Anyone in combat can use "Fighting Defensively" and "Total Defense".Tessarael said:3. Get rid of Combat Expertise. Make this a standard rule that anyone in combat can use.
Tumble can only be used in light or no armor and is only a class skill for the lightly-armored combat types (rogue, monk, etc.). Mobility is for more heavily-armored characters.4. Get rid of Mobility, or get rid of Tumble affecting combat. They overlap - should only have one of them.
Great Cleave is only good vs. mooks. Cleave is just good, since it gives you free attacks and doesn't require one-hit kills like Great Cleave does.5. Combine Cleave and Great Cleave. Cleave is good vs. mooks, but Great Cleave is useful even less often.
That's what combat feats do...6. Get rid of Rapid Shot and Manyshot. They break standard mechanics for combat
Seonaid said:If tumble is taken out of combat, Mobility might need a little boost.
As for tumble being unbalanced, perhaps it was only my particular campaigns and fellow characters that make me feel that way. I seem to always have that one person who tumbles in and out of ridiculous situations. I suppose it could just be a case of certain classes and skills being more useful, in general, but it's still frustrating to have characters who seem much better at everything than others.
I kinda like that someone can train in order to increase their ability to fight defensively. Everyone already has access to a weaker version of Combat Expertise: -4 to hit for +2 AC.Tessarael said:3. Get rid of Combat Expertise. Make this a standard rule that anyone in combat can use.
I do something similar to that. I've increased the DC for tracking by 5, and instead of making Track a requirement for tracking it gives +5.10. Get rid of Track. Allow anyone with Survival to track all DCs. Increase DC on tracking if you like, and give Rangers a bonus (e.g. +4 by 20th level).
Tessarael said:Gneech, how often do fighters in your group reposition themselves on the battlefield? Unless you have high AC, it is essential. I do think people underrate tumbling (it takes a bit to build to DC 15, and in armor you're taking a hefty penalty to Tumble - as Spatula pointed out). Once you can make DC 15 (hey you can do this 25% of the time at a skill score of 0!), it is worthwhile, but people forget to role for it if it's not on their list where they allocated skill points.
Tessarael said:As phOrk said, Tumble (or Combat Reflexes) is essential for Rogues to avoid getting hit too often in combat. I think Combat Reflexes can help fill that hole. (Or alternatively, let Tumble fill that hole and get rid of Combat Reflexes - why do we have two mechanics for the same thing??)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.