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<blockquote data-quote="anest1s" data-source="post: 5627352" data-attributes="member: 94230"><p>Maybe yes, maybe not...but I won't go back to edit everything I wrote so far and make it more biased.</p><p> </p><p> </p><p> Well, John almost always will play last. Rob will almost always play first. John sucks against touch attacks, Rob against being flat footed. </p><p>So Rob should trie to hit the caster in his turn to save John, and John should help Rob to flank.</p><p></p><p> I don't think anyone minds sucking because the dice said so...but sucking because the DM said so is wwaaaay different situation.</p><p></p><p> If I don't delay I won't be able to flank for sure...however I will have to risk some AoOs, and be kinda lucky to flank, even if I delay. Likewise I can still get hit many times when not flatfooted too.</p><p></p><p>So I don't really get something good if I accept something bad for my character. Instead I have to guess what hurts me less.</p><p> </p><p> That would justify houseruling ''all spellcasters are immortal in my world'' to you?</p><p> </p><p> It hurts their sense of ''standard action''. </p><p> </p><p>What is that, that makes the Delay so different when used on the first round and when used on second or third round? I mean, if you say that it is unacceptable to not be flat footed, and thats a balance between Delay and Ready Action....and since Ready Action is the same no matter if it is first round or not...why the ''balance'' has to change after the first round?</p><p></p><p>You play after the guy you waited to play after.</p><p></p><p>John thinks he shouldn't metagame and actually choses an other target on purpose. DM gives exp penalty for out of game comments. And Rob wouldn't ask for help in-game even if we was about to die. True story.</p><p></p><p>Well actually there are many ways to do this. He should take combat reflexes,then draw his weapons while moving for a single attack. (The rapid shot ranger has to get bow out and throw an arrow)</p><p></p><p>He then hits with two weapons every time he can full attack, or he gets an AoO and a normal attack every time he can't full attack. Combat reflexes may even give more attacks.</p><p></p><p>And then he can have a flank party with the rogue, to counter the -2 for two weapon fighting...something that with a bow would have to take 2 feats to counter.</p><p></p><p>Poor ranged ranger has to run away when someone comes next to him though...and probably gets disarmed rather quickly. </p><p></p><p>Really, the ranger with TWF is a strange example to prove weakness...</p></blockquote><p></p>
[QUOTE="anest1s, post: 5627352, member: 94230"] Maybe yes, maybe not...but I won't go back to edit everything I wrote so far and make it more biased. Well, John almost always will play last. Rob will almost always play first. John sucks against touch attacks, Rob against being flat footed. So Rob should trie to hit the caster in his turn to save John, and John should help Rob to flank. I don't think anyone minds sucking because the dice said so...but sucking because the DM said so is wwaaaay different situation. If I don't delay I won't be able to flank for sure...however I will have to risk some AoOs, and be kinda lucky to flank, even if I delay. Likewise I can still get hit many times when not flatfooted too. So I don't really get something good if I accept something bad for my character. Instead I have to guess what hurts me less. That would justify houseruling ''all spellcasters are immortal in my world'' to you? It hurts their sense of ''standard action''. What is that, that makes the Delay so different when used on the first round and when used on second or third round? I mean, if you say that it is unacceptable to not be flat footed, and thats a balance between Delay and Ready Action....and since Ready Action is the same no matter if it is first round or not...why the ''balance'' has to change after the first round? You play after the guy you waited to play after. John thinks he shouldn't metagame and actually choses an other target on purpose. DM gives exp penalty for out of game comments. And Rob wouldn't ask for help in-game even if we was about to die. True story. Well actually there are many ways to do this. He should take combat reflexes,then draw his weapons while moving for a single attack. (The rapid shot ranger has to get bow out and throw an arrow) He then hits with two weapons every time he can full attack, or he gets an AoO and a normal attack every time he can't full attack. Combat reflexes may even give more attacks. And then he can have a flank party with the rogue, to counter the -2 for two weapon fighting...something that with a bow would have to take 2 feats to counter. Poor ranged ranger has to run away when someone comes next to him though...and probably gets disarmed rather quickly. Really, the ranger with TWF is a strange example to prove weakness... [/QUOTE]
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