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Cleaving after an AoO
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<blockquote data-quote="Scion" data-source="post: 1891920" data-attributes="member: 5777"><p>And it is, glad you can see that. Why take away something that merely adds a bit more useability to a feat that loses power more and more as levels increase, that is overly harsh. Taking away things that are fine balance wise just because some find it hard to deal with cleave is bad play. Very unfortunate.</p><p></p><p></p><p></p><p>just as soon as you ask a useful/relevant question it will be easier to put an answer to.</p><p></p><p></p><p></p><p>That is their own problem. At lower levels it can indeed be useful, but as levels increase it will become less and less so for a variety of reasons (strangely I have already gone over many of these in this very thread). When it is first taken it can increase the amount of attacks one gets by a pretty good number and the ratio of normal attacks to it is pretty good. At higher levels this ratio turns into a very bad one indeed. Still useful now and then, but worth a feat? Hard to say, not all feats keep up at every level. Toughness is great very early on, as is cleave, they both lose out later though.</p><p></p><p>Which is more useful: cleave or improved trip? Depends on the character sure, but in overall general usefulness improved trip is simply hands down better. One can plan for it, it is useful in a variety of situations, and it doesnt really lose much as time goes on.</p><p></p><p>Pretty much the same can be said for nearly every other combat feat out there, especially with higher order feat chains which require other feats to get into, if you need to spend 4 feats to get somewhere chances are good you wont be dropping another feat on this guy unless there is a really good reason to do so.</p><p></p><p>::shrugs:: but we've been over this. There isnt any overpowering balance issue. It is allowable by the raw. It can be very cinematic and interesting. Not everyone will feel so of course, but that is the nature of the game.</p><p></p><p>If there is a way it is overpowered then someone should say it, but it seems most agree that it is not.</p><p></p><p>So, without any overpoweredness, and the ability to explain it cinematically (which most anyone should be able to do), I see no reason to take away from a feat that loses out so much later on anyway. In fact it seems pretty silly to limit even further an already pretty limited feat.</p></blockquote><p></p>
[QUOTE="Scion, post: 1891920, member: 5777"] And it is, glad you can see that. Why take away something that merely adds a bit more useability to a feat that loses power more and more as levels increase, that is overly harsh. Taking away things that are fine balance wise just because some find it hard to deal with cleave is bad play. Very unfortunate. just as soon as you ask a useful/relevant question it will be easier to put an answer to. That is their own problem. At lower levels it can indeed be useful, but as levels increase it will become less and less so for a variety of reasons (strangely I have already gone over many of these in this very thread). When it is first taken it can increase the amount of attacks one gets by a pretty good number and the ratio of normal attacks to it is pretty good. At higher levels this ratio turns into a very bad one indeed. Still useful now and then, but worth a feat? Hard to say, not all feats keep up at every level. Toughness is great very early on, as is cleave, they both lose out later though. Which is more useful: cleave or improved trip? Depends on the character sure, but in overall general usefulness improved trip is simply hands down better. One can plan for it, it is useful in a variety of situations, and it doesnt really lose much as time goes on. Pretty much the same can be said for nearly every other combat feat out there, especially with higher order feat chains which require other feats to get into, if you need to spend 4 feats to get somewhere chances are good you wont be dropping another feat on this guy unless there is a really good reason to do so. ::shrugs:: but we've been over this. There isnt any overpowering balance issue. It is allowable by the raw. It can be very cinematic and interesting. Not everyone will feel so of course, but that is the nature of the game. If there is a way it is overpowered then someone should say it, but it seems most agree that it is not. So, without any overpoweredness, and the ability to explain it cinematically (which most anyone should be able to do), I see no reason to take away from a feat that loses out so much later on anyway. In fact it seems pretty silly to limit even further an already pretty limited feat. [/QUOTE]
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