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General Tabletop Discussion
*Pathfinder & Starfinder
Attack of Opportunity-themed Feats
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<blockquote data-quote="eamon" data-source="post: 3756301" data-attributes="member: 51942"><p>Let me just say, I still think they're a fine idea as is, (after all, there are plenty of "too weak" feats, that's not nearly as bad as "too strong"!).</p><p></p><p>Let's take for example forbearing defense: This requires Combat expertise and Combat reflexes as prereq, and that means Int 13 and most likely Dex 12, 14 or more to take advantage of combat reflexes. That's quite a cost; and by using the feat you completely give up the benefit of combat reflexes. On the other hand, the benefit is quite good.</p><p></p><p>As-is, I think they're not bad, but because they're so situational, I don't think they'll be taken by many players. Extra <em>active</em> options are just an easy way to make em especially attractive to fighters (unlike dodge, which is just a hassle) and there are other feats that follow that model, since those characters often have few options otherwise; extra options mean something to them, and that's also the model Tome of Battle uses (quite successfully, by all accounts). It's a sneaky way of rebalancing not the <em>power</em> balance, but the <em>choice</em> balance, which hopefully won't break your game, but still make out-of-game player fun more balanced between classes.</p><p></p><p>Anyhows, I do think the feats are power-wise not badly balance, and are a good idea. Go ahead an use em, and see if anyone chooses em!</p></blockquote><p></p>
[QUOTE="eamon, post: 3756301, member: 51942"] Let me just say, I still think they're a fine idea as is, (after all, there are plenty of "too weak" feats, that's not nearly as bad as "too strong"!). Let's take for example forbearing defense: This requires Combat expertise and Combat reflexes as prereq, and that means Int 13 and most likely Dex 12, 14 or more to take advantage of combat reflexes. That's quite a cost; and by using the feat you completely give up the benefit of combat reflexes. On the other hand, the benefit is quite good. As-is, I think they're not bad, but because they're so situational, I don't think they'll be taken by many players. Extra [i]active[/i] options are just an easy way to make em especially attractive to fighters (unlike dodge, which is just a hassle) and there are other feats that follow that model, since those characters often have few options otherwise; extra options mean something to them, and that's also the model Tome of Battle uses (quite successfully, by all accounts). It's a sneaky way of rebalancing not the [i]power[/i] balance, but the [i]choice[/i] balance, which hopefully won't break your game, but still make out-of-game player fun more balanced between classes. Anyhows, I do think the feats are power-wise not badly balance, and are a good idea. Go ahead an use em, and see if anyone chooses em! [/QUOTE]
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Attack of Opportunity-themed Feats
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