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Feat Problems With PHB II
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<blockquote data-quote="KarinsDad" data-source="post: 2829406" data-attributes="member: 2011"><p>The Fighter and Rogue only both get the flank bonus if the order of initiative (either initially or contrived by Delay) is Opponent, Rogue, Fighter since the Rogue will be the one moving.</p><p></p><p>The Fighter is not guaranteed a flanking bonus. The Rogue is. Hence, the Rogue automatically gets +6 to hit and SA damage if successful when he uses this feat.</p><p></p><p>At higher levels, most Fighters hit the vast majority of the time (often 95% unless they Power Attack or Combat Expertise) with a single attack, an AoO, or the first attack of a full round attack. Now, the mid to high level Rogue can do that once per round plus practically (95% range for many opponents) guarantee (for appropriate foes) his SA damage as well for the cost of a single feat.</p><p></p><p>Practically guaranteeing once per round SA damage (with the proper type of foes) is not weak.</p><p></p><p></p><p></p><p>No, you do not. The specific rule only overrides the general rule if it explicitly states that it does.</p><p></p><p>The general rule is no 5' step in the same round as any other movement. Hence, if you moved at all on your turn in the round, you cannot take a 5' step with this feat. If your turn has not yet come up and you 5' step with this feat, then you cannot move or 5' step when your turn comes up.</p><p></p><p>Now, as we start getting more IA feats and special abilities, new arguments will start over which IA rule overrides or does not override the core rules. This area of the game was not part of the original design, hence, there are no core rules (or really other rules) to handle all of the cans of worms it can open once IAs are part of many different action types.</p><p></p><p>It's bad enough that they became part of spells. In fact, there is a "Adjudicating Immediate Actions" question on the forum right now due to it not being clear.</p><p></p><p></p><p></p><p>Most of the immediate action spells have a duration of one round. A one round spell is crippled compared to a normal spell.</p><p></p><p>As to why it is a bad thing, it further opens up the can of worms of disintegrating the order of combat actions that Immediate actions did in the first place. Eventually, the game will devolve into arguments about whose Immediate Action occurs first once feats and PrC special abilities start showing up where most characters get Immediate Actions. So, WotC will start adding rules and dice rolls to determine whose Immediate Actions go first, etc.</p><p></p><p>Effectively, Immediate Actions disrupt the original action design. It's a bandaid and like all bandaids, it is not part of the original design and hence, typically has (or will have if we keep adding IAs to the game) mechanics issues.</p><p></p><p></p><p></p><p>No need to get snarky. Don't you know the rules around here?</p><p></p><p></p><p></p><p>Actually, you are confusing me with someone else. To my knowledge, I've never discussed CC. But, it makes sense to take Skill Focus Concentration before ever taking CC.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2829406, member: 2011"] The Fighter and Rogue only both get the flank bonus if the order of initiative (either initially or contrived by Delay) is Opponent, Rogue, Fighter since the Rogue will be the one moving. The Fighter is not guaranteed a flanking bonus. The Rogue is. Hence, the Rogue automatically gets +6 to hit and SA damage if successful when he uses this feat. At higher levels, most Fighters hit the vast majority of the time (often 95% unless they Power Attack or Combat Expertise) with a single attack, an AoO, or the first attack of a full round attack. Now, the mid to high level Rogue can do that once per round plus practically (95% range for many opponents) guarantee (for appropriate foes) his SA damage as well for the cost of a single feat. Practically guaranteeing once per round SA damage (with the proper type of foes) is not weak. No, you do not. The specific rule only overrides the general rule if it explicitly states that it does. The general rule is no 5' step in the same round as any other movement. Hence, if you moved at all on your turn in the round, you cannot take a 5' step with this feat. If your turn has not yet come up and you 5' step with this feat, then you cannot move or 5' step when your turn comes up. Now, as we start getting more IA feats and special abilities, new arguments will start over which IA rule overrides or does not override the core rules. This area of the game was not part of the original design, hence, there are no core rules (or really other rules) to handle all of the cans of worms it can open once IAs are part of many different action types. It's bad enough that they became part of spells. In fact, there is a "Adjudicating Immediate Actions" question on the forum right now due to it not being clear. Most of the immediate action spells have a duration of one round. A one round spell is crippled compared to a normal spell. As to why it is a bad thing, it further opens up the can of worms of disintegrating the order of combat actions that Immediate actions did in the first place. Eventually, the game will devolve into arguments about whose Immediate Action occurs first once feats and PrC special abilities start showing up where most characters get Immediate Actions. So, WotC will start adding rules and dice rolls to determine whose Immediate Actions go first, etc. Effectively, Immediate Actions disrupt the original action design. It's a bandaid and like all bandaids, it is not part of the original design and hence, typically has (or will have if we keep adding IAs to the game) mechanics issues. No need to get snarky. Don't you know the rules around here? Actually, you are confusing me with someone else. To my knowledge, I've never discussed CC. But, it makes sense to take Skill Focus Concentration before ever taking CC. [/QUOTE]
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