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*Pathfinder & Starfinder
Cleave and AoOs
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<blockquote data-quote="Elvinis75" data-source="post: 1203684" data-attributes="member: 4379"><p>The problem that I have with your ruling is that it adds additional mechanics to the system without a reason. The AoO attack without a doubt has has it’s limitations. You cannot take an AoO unless some foe grants one. But what you are trying to do is limit the power of something that is not an AoO. The cleave feat is more than just swinging through opponent A to opponent B, else like you said daggers and rapiers would be out. I see it as being more akin to additional presence and tactical knowledge of the battlefield. The player with normal cleave can only use this once per turn. He thinks about it just enough to be able see now and again. The person with great or supreme cleave are the chess masters of the battlefield. No energy is wasted. They are always thinking about how they can swing and use motion to their advantage. Never commit more to any attack than you need to. When he makes the attack is not important. Every second that he is in combat he is looking for the advantage. The levels of insight are represented in the progression of that feat chain. C,GC,SC.</p><p></p><p>Your other agruement doesn’t seem to hold water. That was that say opponent A draws on AoO and you drop him and cleave to opponent B. Your point was what did opponent B do to leave himself open to another attack? The answer, nothing. Just like in the character’s normal attack in the same scenerio opponent B does nothing to leave himself more open. It isn’t something opponent B is doing. The character with cleave knows how to use the clutter of the battlefield to his advantage. The more opponents the better. He has chose to special in fighting large groups. It isn’t about the opponent B. It about the skill of the character. A person without cleave or any of the rest of the chain does not make the AoO with the same insight as someone with it. I think that the rules do and the designer’s would back this up.</p></blockquote><p></p>
[QUOTE="Elvinis75, post: 1203684, member: 4379"] The problem that I have with your ruling is that it adds additional mechanics to the system without a reason. The AoO attack without a doubt has has it’s limitations. You cannot take an AoO unless some foe grants one. But what you are trying to do is limit the power of something that is not an AoO. The cleave feat is more than just swinging through opponent A to opponent B, else like you said daggers and rapiers would be out. I see it as being more akin to additional presence and tactical knowledge of the battlefield. The player with normal cleave can only use this once per turn. He thinks about it just enough to be able see now and again. The person with great or supreme cleave are the chess masters of the battlefield. No energy is wasted. They are always thinking about how they can swing and use motion to their advantage. Never commit more to any attack than you need to. When he makes the attack is not important. Every second that he is in combat he is looking for the advantage. The levels of insight are represented in the progression of that feat chain. C,GC,SC. Your other agruement doesn’t seem to hold water. That was that say opponent A draws on AoO and you drop him and cleave to opponent B. Your point was what did opponent B do to leave himself open to another attack? The answer, nothing. Just like in the character’s normal attack in the same scenerio opponent B does nothing to leave himself more open. It isn’t something opponent B is doing. The character with cleave knows how to use the clutter of the battlefield to his advantage. The more opponents the better. He has chose to special in fighting large groups. It isn’t about the opponent B. It about the skill of the character. A person without cleave or any of the rest of the chain does not make the AoO with the same insight as someone with it. I think that the rules do and the designer’s would back this up. [/QUOTE]
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