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Dungeonaday campaign/freeform combat playtest [PFRPG][OOC]
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<blockquote data-quote="jkason" data-source="post: 4929367" data-attributes="member: 2710"><p>It seems to me that requiring an Acrobatics check to flank removes the previously-available option of just taking longer to get in place for a flank. True, rogues are more likely to have the ranks to do that, but it seems slightly unfair to require them to take ranks in that particular skill to effectively use an unrelated class ability (and it seems to me there are probably other feats / abilities that might use Flanking, which might further complicate forced Acrobatics).</p><p></p><p>Since we're going with the powered up 'gang' concept, though, maybe a trade-off to 'activate' sneak attack? As is, if the rogue Flanked and there were two other allies in melee, he'd get a +4 to an attack that before generally never got more than a +2.</p><p></p><p>Since conceptually Sneak Attack is supposed to be a more precise hit to a harder-to-reach area, what if Rogues can activate Sneak attack by trading off (at least) +2 of a 'group attack' bonus? They give up the standard bonus they'd get with Flanking rules for the ability to use it without a strategic limitation on where they are in relation to allies.</p><p></p><p>Just a thought. I'm horrible at working out how the math in these sorts of things is supposed to achieve balance, so feel free to pitch this to the side if I'm thowing things out of whack.</p></blockquote><p></p>
[QUOTE="jkason, post: 4929367, member: 2710"] It seems to me that requiring an Acrobatics check to flank removes the previously-available option of just taking longer to get in place for a flank. True, rogues are more likely to have the ranks to do that, but it seems slightly unfair to require them to take ranks in that particular skill to effectively use an unrelated class ability (and it seems to me there are probably other feats / abilities that might use Flanking, which might further complicate forced Acrobatics). Since we're going with the powered up 'gang' concept, though, maybe a trade-off to 'activate' sneak attack? As is, if the rogue Flanked and there were two other allies in melee, he'd get a +4 to an attack that before generally never got more than a +2. Since conceptually Sneak Attack is supposed to be a more precise hit to a harder-to-reach area, what if Rogues can activate Sneak attack by trading off (at least) +2 of a 'group attack' bonus? They give up the standard bonus they'd get with Flanking rules for the ability to use it without a strategic limitation on where they are in relation to allies. Just a thought. I'm horrible at working out how the math in these sorts of things is supposed to achieve balance, so feel free to pitch this to the side if I'm thowing things out of whack. [/QUOTE]
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