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General Tabletop Discussion
*Dungeons & Dragons
Fighting Style Balance: Offense vs. Defense
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<blockquote data-quote="Garthanos" data-source="post: 7956930" data-attributes="member: 82504"><p>Almost nobody can now surge forward and gain benefit from attacking on a charge either so there is less benefit from moving AND nobody gets flanking anymore so reasons to move shrug lots fewer for any other reason than more focus fire.</p><p></p><p>There needs to be real risk if you are actually offering position or movement benefits.</p><p>How much is too much? vs what benefits can you get out of it. </p><p></p><p><strong>Core of this thread though to me attack is almost always better usually because of enemies going down one round faster for an extra attack.... means one fewer attacking you or an ally. </strong></p><p></p><p></p><p>The hunter flavored controller ranger had them too but they have fewer ummm lock down abilities.</p><p></p><p>I tend to argue its a Striker move not a defender style one... too.</p><p></p><p>You do decide before knowing it will work that is why the numbers are not far off compared to parry (or rally). I pay attention to that when looking at the numbers.</p><p></p><p>It does occur to me if they do not know about riposte and attack you then you smack them then they subsequently go to attack an ally and you thrash them over that too... its kind of a bunch of beat down fast. Or they attack the ally not knowing about sentinel and turn on you then you retaliate that. They learn there is no win option but there is a lot of dishing you have already done at that point</p><p></p><p></p><p>Yes but if one was normal hit points it would just be better hmmmm because as it stands they interfere with one another and limit rally.</p><p></p><p>I had an idea actually perhaps a feat I called </p><p><strong>Blood of Kings </strong>... which allowed ones inspiration abilities which allow allies to gain temp hit points like rally or inspiring leadership to heal if the targets are below full hit points and any points that go over become temp hit points. It might even allow temp hit points from your abilities to combine up to an amount based on level + char or something similar.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7956930, member: 82504"] Almost nobody can now surge forward and gain benefit from attacking on a charge either so there is less benefit from moving AND nobody gets flanking anymore so reasons to move shrug lots fewer for any other reason than more focus fire. There needs to be real risk if you are actually offering position or movement benefits. How much is too much? vs what benefits can you get out of it. [B]Core of this thread though to me attack is almost always better usually because of enemies going down one round faster for an extra attack.... means one fewer attacking you or an ally. [/B] The hunter flavored controller ranger had them too but they have fewer ummm lock down abilities. I tend to argue its a Striker move not a defender style one... too. You do decide before knowing it will work that is why the numbers are not far off compared to parry (or rally). I pay attention to that when looking at the numbers. It does occur to me if they do not know about riposte and attack you then you smack them then they subsequently go to attack an ally and you thrash them over that too... its kind of a bunch of beat down fast. Or they attack the ally not knowing about sentinel and turn on you then you retaliate that. They learn there is no win option but there is a lot of dishing you have already done at that point Yes but if one was normal hit points it would just be better hmmmm because as it stands they interfere with one another and limit rally. I had an idea actually perhaps a feat I called [B]Blood of Kings [/B]... which allowed ones inspiration abilities which allow allies to gain temp hit points like rally or inspiring leadership to heal if the targets are below full hit points and any points that go over become temp hit points. It might even allow temp hit points from your abilities to combine up to an amount based on level + char or something similar. [/QUOTE]
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Fighting Style Balance: Offense vs. Defense
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