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Complete Scoundrel Here

hong said:
Twisted Charge is the one that lets you make one direction change when charging, right? I don't see why the above situation is so bad. If your BAB is +5 or less, you basically trade +2 to hit for -2 to AC. If your BAB is +6 or higher, you get +2 to hit with one attack, and give up your iterative attacks. It's useful, but hardly seems overpowered.

Is there not already a feat that lets you make one direction change while charging?
 

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Powerful Charge is another feat which adds alot to the effectivness of a charge, (especially when the character is wielding a Dwarven Battleaxe and is enlarged, which happens often in our current game.) Or the feat that acts like pounce, or hurling charge, or...

As a scout, I'd definitely make this a "must have" on my skill Tricks list, since I often charge to maximize the chance of scoring my added Skirmish damage. (Plus the feat from the book that adds Skirmish damage when moving more than 20'.... drool.)

My only question is - does the uses of tricks per day/session/encounter (however that works) compensate for this increased flexible charging?

I'm expecting the book in my mail when I get home, hopefully be able to make some better judgements then.
 

Kafkonia said:
Is there not already a feat that lets you make one direction change while charging?
I think so. But that's a feat, this is 2 skill points. To a warrior type with 6 points/level (swordsage) it is nearly zero cost. One can blame Bo9S or CS. But as both come from the same company, I'll choose WoTC.

Mark
 

brehobit said:
I think so. But that's a feat, this is 2 skill points. To a warrior type with 6 points/level (swordsage) it is nearly zero cost. One can blame Bo9S or CS. But as both come from the same company, I'll choose WoTC.

Mark

Fair enough. I believe Drunken Masters get something similar as a class feature as well, do they not?
 


brehobit said:
OK,
Twisted charge is _way_ too powerful IMO. At least when combined with other charge abilties that assume charging is hard.

Heck, I think it allows the following:

--G
---
B--

Where X is the guy with the trait and B is the target. G can charge B by going left 2 spaces and toward B one.

It makes charging way too easy for the cost of 2 skill points.

I think I'm going to ban all of these for now...

Mark

Charging IS easy. You just have to go in a straight line, you don't have to be "lined up" on some arbitrary grid like your example implies. Twisted charge just lets you charge around a corner or around some other obstacle like a wall or another opponent.

That said, the tricks are bad. Balance has gone out the window with more powerful feats, more and more powerful spells and the like being introduced. Now we're getting skills that are as powerful or more powerful than many of the older feats. 2 skill points are not hard to come by for most classes, but for this small cost, many of these tricks will have a fairly big impact on a character, being used often and being... a feature of the character.

Doubtless most people will love them. Haveing your characters suddenly more powerful for a mere $25 appeals to the munchkins.
 

Harm said:
That said, the tricks are bad. Balance has gone out the window with more powerful feats, more and more powerful spells and the like being introduced. Now we're getting skills that are as powerful or more powerful than many of the older feats. 2 skill points are not hard to come by for most classes, but for this small cost, many of these tricks will have a fairly big impact on a character, being used often and being... a feature of the character.

But the tricks are (unless you take feats or classes to change this) limited in terms of the number of uses, whereas most feats are usable over and over again. It's kind of like a Metamagic Feat vs. a Sudden Metamagic feat.

I don't have a problem with the added variety, personally, but maybe I just don't think things through in a proper (anti)powergamer style.
 


Harm said:
That said, the tricks are bad. Balance has gone out the window with more powerful feats, more and more powerful spells and the like being introduced. Now we're getting skills that are as powerful or more powerful than many of the older feats...Doubtless most people will love them. Haveing your characters suddenly more powerful for a mere $25 appeals to the munchkins.

This is an overblown reaction, particularly that last line. The tricks provide no direct bonuses to attack, AC, or damage, and they can be used only once per encounter (or once per minute outside of initiative). In short, if a trick beats out a feat, then we're talking about a seriously lousy feat there.

Using the example you discuss, the twisted charge trick, there is a feat in Complete Warrior that allows a character to change direction while charging: Fleet of Foot. Since it can be used every round, it's clearly providing a superior benefit.

The most powerful trick I see are the couple that let a character avoid an attack of opportunity when standing up, and for those who haven't figured it out yet, I gotta tell ya, the lack of options faced by a prone character versue the ease with which a tripmonger can tip a character over and the benefits he enjoys for doing so have been way out of whack for a looong time.
 
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Harm said:
Charging IS easy. You just have to go in a straight line, you don't have to be "lined up" on some arbitrary grid like your example implies. Twisted charge just lets you charge around a corner or around some other obstacle like a wall or another opponent.

Actually, my point is that it lets you charge someone who is 5' away.

Mark
 

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