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<blockquote data-quote="Harm" data-source="post: 3292547" data-attributes="member: 49173"><p>I would say it would trump that feat due to it's cost. Chargeing more than once in an encounter is rare, and rarer still that there isn't a straight line to the target so the restriction of once per encounter really isn't a restriction. Most of the fault in this case however is that the feat is underpowered and no PC would ever take it. Twisted Charge isn't one of the more powerful tricks in my mind.</p><p> </p><p> Something like Twisted Charge, and most of the tricks, would be better handled as an opposed role or high DC roll you don't have to spend skill points on specifically, and you don't have to add another 20 block section to your player sheet to keep track of.</p><p> </p><p></p><p> </p><p> Being prone in DnD is, wire-fu movies aside, nowhere near as penalizeing as it would be in an actual fight. Imagine wearing 50 pounds of plate armour, not even able to move most of your joints half their normal rotation, having a 3 pound sword in one hand, a 5 pound shield and a torch in another, another 50 pounds of backpack and quiver on, potion vials (that miraculously don't explode when you fall), daggers, sacks, crossbow and other things on your belt... you think getting up can even be done let alone done in 3 seconds easily? Think again. The ease of tripping (for those that have the improved trip feat anyway) is pretty much mitigated by the ease of getting back up or fighting while down. The only complaint I have on the situation is the DC of 35 for tumble to get back up as a swift action is probably too high, and heavy armour penalties are too low.</p></blockquote><p></p>
[QUOTE="Harm, post: 3292547, member: 49173"] I would say it would trump that feat due to it's cost. Chargeing more than once in an encounter is rare, and rarer still that there isn't a straight line to the target so the restriction of once per encounter really isn't a restriction. Most of the fault in this case however is that the feat is underpowered and no PC would ever take it. Twisted Charge isn't one of the more powerful tricks in my mind. Something like Twisted Charge, and most of the tricks, would be better handled as an opposed role or high DC roll you don't have to spend skill points on specifically, and you don't have to add another 20 block section to your player sheet to keep track of. Being prone in DnD is, wire-fu movies aside, nowhere near as penalizeing as it would be in an actual fight. Imagine wearing 50 pounds of plate armour, not even able to move most of your joints half their normal rotation, having a 3 pound sword in one hand, a 5 pound shield and a torch in another, another 50 pounds of backpack and quiver on, potion vials (that miraculously don't explode when you fall), daggers, sacks, crossbow and other things on your belt... you think getting up can even be done let alone done in 3 seconds easily? Think again. The ease of tripping (for those that have the improved trip feat anyway) is pretty much mitigated by the ease of getting back up or fighting while down. The only complaint I have on the situation is the DC of 35 for tumble to get back up as a swift action is probably too high, and heavy armour penalties are too low. [/QUOTE]
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