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General Tabletop Discussion
*Dungeons & Dragons
Improvised actions in combat
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<blockquote data-quote="Saeviomagy" data-source="post: 7113550" data-attributes="member: 5890"><p>I'm just trying to work out what you actually meant when you said that "if something exists as a feat, you can't do it without one". If what you actually mean is "cool combat stuff is reserved for feats" or "if you could get a numerical bonus with a feat, you can't have it without one", or even "I just eyeball things and make a decision", that's fine, but it's not what you said.</p><p></p><p>My own personal approach is that any cool, repeatable tactic should be balanced against "what you can do without strict numerical bonuses from feats". Cool non-repeatable tactics (ie - ones that consume expendable resources, ones that destroy the environment, ones that rely on an unusual confluence of events) can be much more powerful and completely unbalanced, since those exact same conditions may never come up again.</p><p></p><p>In short: if you want to spend one round climbing a statue so that next round you can drop on your opponent with weapons drawn, then your drop will do roughly the same damage that you could have done with your first round of attacks, and probably require some roll to be successful. If a monster picks you up and flings you, then it will basically be the same as some combination of grappling, pushing, movement and regular attacks, just described differently.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7113550, member: 5890"] I'm just trying to work out what you actually meant when you said that "if something exists as a feat, you can't do it without one". If what you actually mean is "cool combat stuff is reserved for feats" or "if you could get a numerical bonus with a feat, you can't have it without one", or even "I just eyeball things and make a decision", that's fine, but it's not what you said. My own personal approach is that any cool, repeatable tactic should be balanced against "what you can do without strict numerical bonuses from feats". Cool non-repeatable tactics (ie - ones that consume expendable resources, ones that destroy the environment, ones that rely on an unusual confluence of events) can be much more powerful and completely unbalanced, since those exact same conditions may never come up again. In short: if you want to spend one round climbing a statue so that next round you can drop on your opponent with weapons drawn, then your drop will do roughly the same damage that you could have done with your first round of attacks, and probably require some roll to be successful. If a monster picks you up and flings you, then it will basically be the same as some combination of grappling, pushing, movement and regular attacks, just described differently. [/QUOTE]
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