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getting rid of full-attack in 3.5e
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4199070" data-attributes="member: 35909"><p>Of Iron Heart alone, you could place Steel Wind, Mithral Tornado, Adamantine Hurricane, and Scything Blade all in the same grouping. They work similar to Whirlwind Attack/Cleave. if you consider that a "full attack," then you probably don't want these. Of course, Whirlwind Attack/Cleave is NOT a full attack, so it really shouldn't be an issue. Punishing Stance becomes incredibly crappy.</p><p></p><p>Diamond Mind has Avalanche of Blades and Time Stands Still, the latter being the sole capstone ability of the discipline (ie, you'd need to make up a new one in a game w/ no full attacks).</p><p></p><p>Tiger Claw has Pouncing Charge. All the boosts for extra attacks are basically worthless as well in a no full attack game. Girallon Windmill Flesh Rip (the one that adds rend damage, I think that's the name) would also be largely useless (if it isn't already a full attack action, I forget). Wolverine's Stance effectively loses half of its benefit.</p><p></p><p>Setting Sun would be largely fine, though Hydra Slaying Strike (foe cannot make a full attack) becomes useless, and the capstone maneuver, Tornado Throw, can easily last <strong>longer</strong> than a full attack.</p><p></p><p>Desert Wind has Flashing Sun. It also has Desert Tempest, which doesn't grant an actual full attack, but gives a bunch of attacks (each time you leave foe's threatened area, max of once per foe). The +fire damage boosts and the stance for +1d6 fire damage become next to worthless, too.</p><p></p><p>Devoted Spirit, Stone Dragon, Shadow Hand, and White Raven should be pretty much fine as is, maybe Shadow Hand is minorly inconvenienced. I might be forgeting some things, too.</p><p></p><p>Of ToB feats, Snap Kick becomes a major question mark, and the oft-powergamed Stormguard Warrior loses alot of luster. The Tiger Claw tactical feat suffers, too, but I don't think anyone cared about it anyway. ^_^</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4199070, member: 35909"] Of Iron Heart alone, you could place Steel Wind, Mithral Tornado, Adamantine Hurricane, and Scything Blade all in the same grouping. They work similar to Whirlwind Attack/Cleave. if you consider that a "full attack," then you probably don't want these. Of course, Whirlwind Attack/Cleave is NOT a full attack, so it really shouldn't be an issue. Punishing Stance becomes incredibly crappy. Diamond Mind has Avalanche of Blades and Time Stands Still, the latter being the sole capstone ability of the discipline (ie, you'd need to make up a new one in a game w/ no full attacks). Tiger Claw has Pouncing Charge. All the boosts for extra attacks are basically worthless as well in a no full attack game. Girallon Windmill Flesh Rip (the one that adds rend damage, I think that's the name) would also be largely useless (if it isn't already a full attack action, I forget). Wolverine's Stance effectively loses half of its benefit. Setting Sun would be largely fine, though Hydra Slaying Strike (foe cannot make a full attack) becomes useless, and the capstone maneuver, Tornado Throw, can easily last [B]longer[/B] than a full attack. Desert Wind has Flashing Sun. It also has Desert Tempest, which doesn't grant an actual full attack, but gives a bunch of attacks (each time you leave foe's threatened area, max of once per foe). The +fire damage boosts and the stance for +1d6 fire damage become next to worthless, too. Devoted Spirit, Stone Dragon, Shadow Hand, and White Raven should be pretty much fine as is, maybe Shadow Hand is minorly inconvenienced. I might be forgeting some things, too. Of ToB feats, Snap Kick becomes a major question mark, and the oft-powergamed Stormguard Warrior loses alot of luster. The Tiger Claw tactical feat suffers, too, but I don't think anyone cared about it anyway. ^_^ [/QUOTE]
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