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Combination Attack Feats

I think its a good idea, you might want to have them require sort of high strength and Dex scores like 15s and 17s and evetually even 19s
 

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I don't like or use the epic rules so I won't deal with those feats, but you left off quite a few prerequisites from nearly every feat (maybe you were just in a hurry, but I think all prerequisites need to be mentioned).

Taking the advice Crothian gave, I added Str and Dex requirements also:

Combination Attack: Power Attack, Combat Reflexes, BAB +8, Str 13+, Dex 15+

Improved Combination Attack: Power Attack, Cleave, Combination Attack, Combat Reflexes, BAB +12, Str 15+, Dex 17+

Greater Combination Attack: Power Attack, Cleave, Great Cleave, Combination Attack, Improved Combination Attack, Combat Reflexes, BAB +16, Str 17+, Dex 19+

Powerful Combination Attack: Power Attack, Cleave, Combination Attack, Combat Reflexes, BAB +12, Str 17+, Dex 15+

Combination Critical Attack: Power Attack, Cleave, Combination Attack, Combat Reflexes, BAB +16, Str 19+, Dex 17+

I am still not sure I would allow these in my game. Giving extra normal attacks for AoO and a natural 20 seems like too much benefit. The crit is already there and these feats do not get rid of it; and against creatures immune to crits, these feats give more than normal attacks, thus more damage, thus sort of a get-around the immune-to-crits ability. If I were to use any of them, it would probably be only the first one: one extra attack per round is powerful, Cleave is another way to get an extra attack (and is a required feat for all the rest of them). I would be more inclined to allow these feats if they did not require the most powerful of the fighter feats but rather some of the lesser used ones instead, so that the fighter is actually giving up something to get these. As it stands, such a fighter is able to get an extra attack every time an opponent falls, and whenever he rolls a 20. I suppose that these extra attacks would also apply to any AoO that such a fighter takes: AoO that cleric for casting a spell, roll a 20, get another, cleric falls, get another, that guy falls, get another, roll a 20, get another...

Ciao
Dave
 

After considering it, I think I'm just not going to have these feats in my game. They seemed OK to me, but I don't want to introduce things that are overpowered. That would ruin the fun. Oh well, back to the drawing board. Thanks for the input.
 

I like the concept of giving up some attacks for a bonus as a combination attack kind of thing... maybe you can keep working on them and just heavily change them. It's obvious that you've got some cool ideas; persistence will eventually form them into something you do want to use in your campaign.
 


Moot point, but hey...

I'm telling you friend, check out Masters of Arms (from Second World Simulations). It comes with MANY combination moves as well as a spreadsheet format for making your own (if you like doing the math). Some of the combos are out there, but this IS a D&D discussion. :)
 

Seems a little bit too powerful, getting extra attacks, and then extra power for your extra attacks? High prereqs, with high levels when the characters are likely to get extra attacks on a good roll anyway (2ndary and tertiary attacks), I guess you could...
 

While this is kindof cool, I saw the title, and I suddenly thought of the awesomeness that is "Combination Attacks" in chrono trigger. which was, with the right coordination, multiple characters can do powerful attacks at the same time, essentially combining both separate attacks together.

Which was awesome and I thoguht this would be something like that.

That being said, your system seems cool, but definitely on the powerful side with the extra attack.

You put the restriction that you have to have AoOs, but you dont COUNT it as an AoO. just a thought.
 

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