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*Dungeons & Dragons
Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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<blockquote data-quote="Guest 6801328" data-source="post: 7325189"><p>That would require 4 other casters with command/fear in the party, spending their own actions and spell slots to make this happen, and only if the positioning is right.</p><p></p><p>Still, if we really think it's a problem, two solutions: "Each unique reaction can only be used once per round" or "You may still only take one Attack of Opportunity per round." My inclination, though, is that it's too much of an edge case to worry about.</p><p></p><p>EDIT: Oh, wait, Command and Fear both require the target to move on their turn. Hmm. So upcasting Command would do it. On the other hand, you're spending a 4th level slot to do that, and each "hit" requires a failed saving throw and a successful attack roll. For comparison, a 4th level slot on fireball would do 9d6 per target, require only a failed saving throw, and would still do half damage on a save.</p><p></p><p>Also, the sorcerer trick only works every other round because he would have to use his attack action on his next turn (according to the earlier suggestion that spending an attack on a reaction requires you to take the Attack action next turn), nor would he get to cast a spell.</p><p></p><p>And Booming Blade requires the target to <em>willingly</em> move. Is that the case with Command and Fear?</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7325189"] That would require 4 other casters with command/fear in the party, spending their own actions and spell slots to make this happen, and only if the positioning is right. Still, if we really think it's a problem, two solutions: "Each unique reaction can only be used once per round" or "You may still only take one Attack of Opportunity per round." My inclination, though, is that it's too much of an edge case to worry about. EDIT: Oh, wait, Command and Fear both require the target to move on their turn. Hmm. So upcasting Command would do it. On the other hand, you're spending a 4th level slot to do that, and each "hit" requires a failed saving throw and a successful attack roll. For comparison, a 4th level slot on fireball would do 9d6 per target, require only a failed saving throw, and would still do half damage on a save. Also, the sorcerer trick only works every other round because he would have to use his attack action on his next turn (according to the earlier suggestion that spending an attack on a reaction requires you to take the Attack action next turn), nor would he get to cast a spell. And Booming Blade requires the target to [I]willingly[/I] move. Is that the case with Command and Fear? [/QUOTE]
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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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