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Community
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*Pathfinder & Starfinder
Idea to improve defender abilities
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<blockquote data-quote="Phlebas" data-source="post: 3925647" data-attributes="member: 23810"><p>If you just allow AoO's when flat-footed you tend to negate a lot of the surprise advantage, and IMHO surprise or lack of surprise due to good OR BAD scouting makes for a more interesting / varied combat.</p><p></p><p>Personally i'd be tempted to house rule that if you provoke more than one AoO through movement (ie you try going through two threatened squares) the character gets the AoO even when FF. this gives an advantage to surprise, but not free rein to ignore a mob of fighters.</p><p></p><p></p><p></p><p>This seems remarkably powerful for pinning defenders in place - in your example above the squishy wizard wouldn't be able to run away once surrounded. I think this is too powerful as a straight rule</p><p></p><p>Either</p><p>A - make it a new feat- "Knockdown blow" : - if you hit with an AoO you restrict further movement </p><p>B - Allow an AoO to start a grapple or a trip (also helps when defender hasn't got weapons drawn). </p><p>you can either give this for free, as a stand alone feat, or as an additional benefit to improved grapple or improved trip which would definitely make these intersting (but rarely taken feats) more useful</p><p></p><p>Other issue i see is that on the first round its quite likely that weapons won't be drawn (unless your DM allows you to wander around weapon at the ready) so you'll be doing slam attack with a shield, unarmed or trying to stab with an arrow so that makes me tempted to go with the grapple / trip option as a way of trying to prevent the attacker breaking through the line - it makes it a valid tactic, but more difficult to achieve</p><p></p><p>So the party make their way through the forest when suddenly two dire wolves erupt from the side - ignoring Thomas the tank in armour and roger the ranger, the wolves spot Clarissa the cloistered cleric huddlng in the background and attempt a smash and grab. The first one is caught by Thomas's shield bash and then tripped by Sid the scout before reaching clarissa, the second gets too close to Roger the ranger who drops his bow and rugby tackles the wolf gaining a grapple and bringing It crashing to a halt. surprise round over, round 1. Roger is finding the wolfs natural weapons a pain in a grapple, but prevents it joining in the attack on clarissa, Sid attacks the prone wolf before it gets up and avoids the attack before thomas spins around drawing his longsword, flanks the wolf attacking Sid and manages to decapitate it in two blows. Sid & Thomas then can move to try and haul the other wolf off Roger before the ranger gets eaten. Luckily Clarissa is unharmed and can heal rogers wounds (wasn't he brave!)</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3925647, member: 23810"] If you just allow AoO's when flat-footed you tend to negate a lot of the surprise advantage, and IMHO surprise or lack of surprise due to good OR BAD scouting makes for a more interesting / varied combat. Personally i'd be tempted to house rule that if you provoke more than one AoO through movement (ie you try going through two threatened squares) the character gets the AoO even when FF. this gives an advantage to surprise, but not free rein to ignore a mob of fighters. This seems remarkably powerful for pinning defenders in place - in your example above the squishy wizard wouldn't be able to run away once surrounded. I think this is too powerful as a straight rule Either A - make it a new feat- "Knockdown blow" : - if you hit with an AoO you restrict further movement B - Allow an AoO to start a grapple or a trip (also helps when defender hasn't got weapons drawn). you can either give this for free, as a stand alone feat, or as an additional benefit to improved grapple or improved trip which would definitely make these intersting (but rarely taken feats) more useful Other issue i see is that on the first round its quite likely that weapons won't be drawn (unless your DM allows you to wander around weapon at the ready) so you'll be doing slam attack with a shield, unarmed or trying to stab with an arrow so that makes me tempted to go with the grapple / trip option as a way of trying to prevent the attacker breaking through the line - it makes it a valid tactic, but more difficult to achieve So the party make their way through the forest when suddenly two dire wolves erupt from the side - ignoring Thomas the tank in armour and roger the ranger, the wolves spot Clarissa the cloistered cleric huddlng in the background and attempt a smash and grab. The first one is caught by Thomas's shield bash and then tripped by Sid the scout before reaching clarissa, the second gets too close to Roger the ranger who drops his bow and rugby tackles the wolf gaining a grapple and bringing It crashing to a halt. surprise round over, round 1. Roger is finding the wolfs natural weapons a pain in a grapple, but prevents it joining in the attack on clarissa, Sid attacks the prone wolf before it gets up and avoids the attack before thomas spins around drawing his longsword, flanks the wolf attacking Sid and manages to decapitate it in two blows. Sid & Thomas then can move to try and haul the other wolf off Roger before the ranger gets eaten. Luckily Clarissa is unharmed and can heal rogers wounds (wasn't he brave!) [/QUOTE]
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