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General Tabletop Discussion
*Dungeons & Dragons
Feat: Armored mobility
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<blockquote data-quote="Ravellion" data-source="post: 58582" data-attributes="member: 538"><p>Armor isn't something you can become better at. You don't use it, it's just there. Combat boots don't change into Nike Running Shoes when you are a seasoned veteran either.</p><p></p><p>Retreat: Sure. Once every ten or fifteen combats or so. Go full defense, and full plate, and large shield, and your AC will be so high that a 20 ft. per round fall back is usually good enough. They usually don't follow, because the artillery (mage & archer) are shooting the pursuants after they have gained enough distance. The mage or Bard or whatever can usually help out the fighter by making him invisible, casting fly on him, casting expeditious retreat on him, teleport him out, cast a web in front of him, slowing the opponents or hasting the fighter. The fighter himself can always take the run feat, getting 20 ft extra movement each round. The fighter can stock up on a 175 gp potion of invisibility, or, for the same price, a potion of extended expeditious retreat.</p><p></p><p>When I DM, my players certainly have to retreat every now and then. I roll random wilderness encounters, and my 1st level characters often lose a man on the first journey bacause of it. There are giants in the mountains... period.</p><p></p><p>Carrying light armour so that you can retreat... kind of a self fulfilling prophecy in a way... You'll get hit more often, so of course, you'll have to retreat more often.</p><p></p><p>And when I play a fighter and have less than 13 int, I don't know what the heck I'm to do with my feats after 8th level.</p><p></p><p>Rav</p></blockquote><p></p>
[QUOTE="Ravellion, post: 58582, member: 538"] Armor isn't something you can become better at. You don't use it, it's just there. Combat boots don't change into Nike Running Shoes when you are a seasoned veteran either. Retreat: Sure. Once every ten or fifteen combats or so. Go full defense, and full plate, and large shield, and your AC will be so high that a 20 ft. per round fall back is usually good enough. They usually don't follow, because the artillery (mage & archer) are shooting the pursuants after they have gained enough distance. The mage or Bard or whatever can usually help out the fighter by making him invisible, casting fly on him, casting expeditious retreat on him, teleport him out, cast a web in front of him, slowing the opponents or hasting the fighter. The fighter himself can always take the run feat, getting 20 ft extra movement each round. The fighter can stock up on a 175 gp potion of invisibility, or, for the same price, a potion of extended expeditious retreat. When I DM, my players certainly have to retreat every now and then. I roll random wilderness encounters, and my 1st level characters often lose a man on the first journey bacause of it. There are giants in the mountains... period. Carrying light armour so that you can retreat... kind of a self fulfilling prophecy in a way... You'll get hit more often, so of course, you'll have to retreat more often. And when I play a fighter and have less than 13 int, I don't know what the heck I'm to do with my feats after 8th level. Rav [/QUOTE]
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Feat: Armored mobility
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