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<blockquote data-quote="Edena_of_Neith" data-source="post: 2777300" data-attributes="member: 2020"><p>Full attack: Obvious.</p><p> Charge: Brings you into combat, as per 2E.</p><p> Deliver Coup de grace: Roughly the same as in 2E. Someone's always going to defend their helpless friend (orcs will defend their friends, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p> Escape from a Net: You're out of luck, if caught in a net.</p><p> Extinguish flames: I suppose they don't get an AOO because they don't wish to ignite also?</p><p> Light a torch: Obvious</p><p> Load a heavy or repeating crossbow: Dealing with a heavy crossbow has always been VERY difficult.</p><p> Lock or unlock weapon in locked gauntlet: Obvious</p><p> Prepare to throw splash weapons: That's right, you DON'T get to ready burning oil in the middle of combat, while none of your foes get to do anything about it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> Run: Well, as I said above, big bad fighter in plate armor and shield runs from cute elven mage ... except he doesn't, because she gets AOO and kills him right then, rather than later. She doesn't need to run him down then!</p><p> Use skill that takes 1 round: Obvious.</p><p> Use touch spell on up to six friends: Obvious.</p><p> Withdraw: The tactical withdraw. In 2E, we called it retreating while facing the opponent (of course, the opponent could always pursue.)</p><p></p><p> Casting a Quickened spell: This is a MASSIVE strengthening of high level wizards (but not low level wizards, who can't use Quickened spells generally.)</p><p> Cease concentration on a spell: Obvious.</p><p> Drop an item: Obvious.</p><p> Drop to the floor: Not so obvious. No AOO when your foe is right in front of you, and you drop to the floor?</p><p> Prepare spell components to cast a spell: This represents a MASSIVE strengthening of the mage IF the DM is a stickler for realism and spell components (and some are.)</p><p> Speak: Ok ...</p><p></p><p> Delay: Studying this one ...</p><p> 5-foot step: Obvious. A very slow move, while combat ready.</p><p></p><p> Disarm: Studying this one. There were no rules for disarm that I remember from earlier editions.</p><p> Grapple: Studying this one. The grapple rules I couldn't understand in 1E (nobody could), and in 2E they were still pretty complicated.</p><p> Trip an opponent: Studying this one. There were no rules I remember for tripping in 1E or 2E. </p><p> Use Feat: Studying Feats. I notice Feats allow you to Disarm, Grapple, and Trip without provoking an AOO. How nice that is!</p><p></p><p> Now, if only I could memorize the entire list on page 141, I'd be set. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> EDIT: Harm is still a killer spell. 10 points per level, right? But the cleric needs to be around 10th level to cast it: 100 hit points of damage! And I saw that Greater Harm that does up to 250. Same rule still applies: You mess with high level clerics, you die. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p> EDIT: And I hear there is a Feat that allows you to make Touch Attack spells into Ranged Touch attack spells. So now, the high level cleric can hit distant targets with Harm, and they get no armor or shield bonus against it. As I said: You mess with high level clerics, you die. Bigtime! (grins evilly)</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2777300, member: 2020"] Full attack: Obvious. Charge: Brings you into combat, as per 2E. Deliver Coup de grace: Roughly the same as in 2E. Someone's always going to defend their helpless friend (orcs will defend their friends, right? :D ) Escape from a Net: You're out of luck, if caught in a net. Extinguish flames: I suppose they don't get an AOO because they don't wish to ignite also? Light a torch: Obvious Load a heavy or repeating crossbow: Dealing with a heavy crossbow has always been VERY difficult. Lock or unlock weapon in locked gauntlet: Obvious Prepare to throw splash weapons: That's right, you DON'T get to ready burning oil in the middle of combat, while none of your foes get to do anything about it. :) Run: Well, as I said above, big bad fighter in plate armor and shield runs from cute elven mage ... except he doesn't, because she gets AOO and kills him right then, rather than later. She doesn't need to run him down then! Use skill that takes 1 round: Obvious. Use touch spell on up to six friends: Obvious. Withdraw: The tactical withdraw. In 2E, we called it retreating while facing the opponent (of course, the opponent could always pursue.) Casting a Quickened spell: This is a MASSIVE strengthening of high level wizards (but not low level wizards, who can't use Quickened spells generally.) Cease concentration on a spell: Obvious. Drop an item: Obvious. Drop to the floor: Not so obvious. No AOO when your foe is right in front of you, and you drop to the floor? Prepare spell components to cast a spell: This represents a MASSIVE strengthening of the mage IF the DM is a stickler for realism and spell components (and some are.) Speak: Ok ... Delay: Studying this one ... 5-foot step: Obvious. A very slow move, while combat ready. Disarm: Studying this one. There were no rules for disarm that I remember from earlier editions. Grapple: Studying this one. The grapple rules I couldn't understand in 1E (nobody could), and in 2E they were still pretty complicated. Trip an opponent: Studying this one. There were no rules I remember for tripping in 1E or 2E. Use Feat: Studying Feats. I notice Feats allow you to Disarm, Grapple, and Trip without provoking an AOO. How nice that is! Now, if only I could memorize the entire list on page 141, I'd be set. :) EDIT: Harm is still a killer spell. 10 points per level, right? But the cleric needs to be around 10th level to cast it: 100 hit points of damage! And I saw that Greater Harm that does up to 250. Same rule still applies: You mess with high level clerics, you die. :D EDIT: And I hear there is a Feat that allows you to make Touch Attack spells into Ranged Touch attack spells. So now, the high level cleric can hit distant targets with Harm, and they get no armor or shield bonus against it. As I said: You mess with high level clerics, you die. Bigtime! (grins evilly) [/QUOTE]
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