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<blockquote data-quote="Luce" data-source="post: 4830646" data-attributes="member: 29760"><p>Could not agree more. Though i think it is misinterpretation of intention. Same as the 1 attack per round rule. The way I understood it you create one (or more) opportunities per round, not as many baffled players see it swing once.</p><p>I see a combat round between two swordsman going something like:</p><p>You swing towards his head only to have your blade blocked by his. He slide his weapon as he steps in trying to impale you. You use your sword to push his blade aside so it only cuts air, then try to deliver a crushing blow to his face with the pommel.</p><p>Of coarse this lengthy description is unplayable for a quick game.</p><p></p><p>Another common caveat is the HP representation. In previous editions it was stated that it is not that the fighter had become more resistant to blows, it is just that he is more experienced in avoiding them. </p><p>If one sees a blade flashing towards one's head depending on experience one may react in the following manner:</p><p>little to none: probably freeze in fear or indecision</p><p>experienced: side step or block with a move practiced hundreds of times in sparing</p><p>very experienced: instinctively judge the angle, duck bellow the blow while stepping in impaling the assailant, then realize that you were attacked (ok that one is a bit of a stretch<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>As for the previous Rogue discussion: Replacing Sneak attack ability with Death attack (but only allow the attack to be lunched within 1 round after study) might do the trick. This way the ability remains relevant at high levels, while still not unbalanced since it requires 3 round study during which you have to remain unnoticed. At 10th level reduce the study time to 2rd and at 20th to single (high level monsters have very good senses, see invisibility, true seeing etc) May be allow a feat to extend the delivery time limitation by a round.</p></blockquote><p></p>
[QUOTE="Luce, post: 4830646, member: 29760"] Could not agree more. Though i think it is misinterpretation of intention. Same as the 1 attack per round rule. The way I understood it you create one (or more) opportunities per round, not as many baffled players see it swing once. I see a combat round between two swordsman going something like: You swing towards his head only to have your blade blocked by his. He slide his weapon as he steps in trying to impale you. You use your sword to push his blade aside so it only cuts air, then try to deliver a crushing blow to his face with the pommel. Of coarse this lengthy description is unplayable for a quick game. Another common caveat is the HP representation. In previous editions it was stated that it is not that the fighter had become more resistant to blows, it is just that he is more experienced in avoiding them. If one sees a blade flashing towards one's head depending on experience one may react in the following manner: little to none: probably freeze in fear or indecision experienced: side step or block with a move practiced hundreds of times in sparing very experienced: instinctively judge the angle, duck bellow the blow while stepping in impaling the assailant, then realize that you were attacked (ok that one is a bit of a stretch;)) As for the previous Rogue discussion: Replacing Sneak attack ability with Death attack (but only allow the attack to be lunched within 1 round after study) might do the trick. This way the ability remains relevant at high levels, while still not unbalanced since it requires 3 round study during which you have to remain unnoticed. At 10th level reduce the study time to 2rd and at 20th to single (high level monsters have very good senses, see invisibility, true seeing etc) May be allow a feat to extend the delivery time limitation by a round. [/QUOTE]
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