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Defeat The Vile 5' Step
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<blockquote data-quote="Felnar" data-source="post: 2248350" data-attributes="member: 30971"><p>ackk, read your post wrong, temporary dyslexia...</p><p>will attempt to correct.</p><p>So no one gets the wrong idea, ThirdWizard didnt actually support my argument. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p> </p><p>i said "within" 5 range increments, not "at" 5 range increments, and i only said 30 ft for the benefit of those that thought charging the ranged opponent was better (giving them better options)</p><p> </p><p>sure, the melee opponents could possibly manuver and attack your arcane casters/archers/etc. without taking an AoO from your warrior (depending on where the casters/archers happen to be standing), but again, if you dont kill/disable the ranged opponent this turn he's going to kill you/your party/mission objectives, so the melee opponents actions are inconsequential.</p><p> </p><p>its not ranged attacks that are overpowered, (i only got into that after people claimed the extra versatility was okay because ranged weapons did less damage than their 2handed PAing charger)</p><p>what's overpowered is the "i know you all are hacking at me with swords, but just stand there while i ignore you, step back, and do whatever i feel like" 5ft step that is overpowered</p><p> </p><p>i'm arguing (in what seems to be a more and more round-about way) that the rules proposed on page one are better than the rules people are using. They add negligable complexity to the game, and are more realistic/logical.</p><p>I'm in favor of "whenever someone you are meleeing takes a free 5ft step away from you, you have the option of following with a 5ft step"</p><p>that way people actually have to "withdraw" or take an AoO to escape from your melee wrath</p><p> </p><p>- Felnar</p></blockquote><p></p>
[QUOTE="Felnar, post: 2248350, member: 30971"] ackk, read your post wrong, temporary dyslexia... will attempt to correct. So no one gets the wrong idea, ThirdWizard didnt actually support my argument. ;) i said "within" 5 range increments, not "at" 5 range increments, and i only said 30 ft for the benefit of those that thought charging the ranged opponent was better (giving them better options) sure, the melee opponents could possibly manuver and attack your arcane casters/archers/etc. without taking an AoO from your warrior (depending on where the casters/archers happen to be standing), but again, if you dont kill/disable the ranged opponent this turn he's going to kill you/your party/mission objectives, so the melee opponents actions are inconsequential. its not ranged attacks that are overpowered, (i only got into that after people claimed the extra versatility was okay because ranged weapons did less damage than their 2handed PAing charger) what's overpowered is the "i know you all are hacking at me with swords, but just stand there while i ignore you, step back, and do whatever i feel like" 5ft step that is overpowered i'm arguing (in what seems to be a more and more round-about way) that the rules proposed on page one are better than the rules people are using. They add negligable complexity to the game, and are more realistic/logical. I'm in favor of "whenever someone you are meleeing takes a free 5ft step away from you, you have the option of following with a 5ft step" that way people actually have to "withdraw" or take an AoO to escape from your melee wrath - Felnar [/QUOTE]
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