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*Pathfinder & Starfinder
Increasing combat mobility
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<blockquote data-quote="Yair" data-source="post: 3563708" data-attributes="member: 10913"><p>Are full attacks really freezing combat positions at high levels? In what situations?</p><p></p><p>I never really played at high levels. But it seems to me the full attack should really be considered more of a Special Ability of the warrior, much like a monk's Flurry of Blows. It is applicable only when the fighter gets to keep his enemy close for a round, which actually <em>encourages</em> enemies to move away, increasing combat fluidity. A sorcerer or a rogue doesn't want to keep his position next to the fighter, he wants to move away to deny the fighter the full attack. Perhaps high-level feats should extend the effective range others would want to keep from the fighter:</p><p></p><p>Pursuing Assault [General, Fighter]</p><p>Prerequisite: BAB 6</p><p>You can make a move action and then a full attack against an opponent that attacked you from within your threatened zone at the previous round. [This makes the attack-and-fall-back tactic problematic against warriors.]</p><p></p><p>War Dance [General, Fighter]</p><p>Prerequisite: BAB 12</p><p>You can make a full attack while moving up to 10', instead of the usual 5'. You may make any number of attacks from any of the three squares (your original plus the two you move into), not just from the initial and final positions. Unlike a 5' step, your movement may provoke attacks of opporunity.</p><p>Special: You can take this feat multiple times. Its effects stack, each time adding an extra 5' to your movement. </p><p>Your total movement cannot exceed a single Movement action.</p><p></p><p></p><p>Allowing iterative attacks while moving will allow fighters and rogues to deliver much more damage on engaging powerful opponents, and speed up the mopping of mooks. This (needless, IMHO) escalation in power comes at the cost of limiting the tactical choice, demoting the place near the fighter as a dangerous place to be at and allowing oppoennts to strike him and move away into safer positions.</p><p></p><p>What freezes up combat positions isn't iterative attacks. A warrior will want to close to his effective range anyway, so iterative attacks are only relevant for reaching many seperate opponents in the same round (mopping up mooks, moving to another major foe once your current one has fallen, or harassing multiple opponents). Those situations are sufficiently rare (felling major foes) or ineffectual (a sparse line of mooks) that they aren't important IMO, and I'm not at all sure I even <em>want</em> warriors to be able to automatically handle them with flair and speed. What freezes up positions are attacks of opportunity due to movement. To make combat more fluid one needs to provide ways to avoid movement-related AoO (perhaps banning them, perhaps opening up Tumble to warrior classes). [Adding further incentives to movement, e.g. benefits to jumping from higher ground or speeding past your opponent, and adding more movement, aren't a bad idea either.]</p></blockquote><p></p>
[QUOTE="Yair, post: 3563708, member: 10913"] Are full attacks really freezing combat positions at high levels? In what situations? I never really played at high levels. But it seems to me the full attack should really be considered more of a Special Ability of the warrior, much like a monk's Flurry of Blows. It is applicable only when the fighter gets to keep his enemy close for a round, which actually [i]encourages[/i] enemies to move away, increasing combat fluidity. A sorcerer or a rogue doesn't want to keep his position next to the fighter, he wants to move away to deny the fighter the full attack. Perhaps high-level feats should extend the effective range others would want to keep from the fighter: Pursuing Assault [General, Fighter] Prerequisite: BAB 6 You can make a move action and then a full attack against an opponent that attacked you from within your threatened zone at the previous round. [This makes the attack-and-fall-back tactic problematic against warriors.] War Dance [General, Fighter] Prerequisite: BAB 12 You can make a full attack while moving up to 10', instead of the usual 5'. You may make any number of attacks from any of the three squares (your original plus the two you move into), not just from the initial and final positions. Unlike a 5' step, your movement may provoke attacks of opporunity. Special: You can take this feat multiple times. Its effects stack, each time adding an extra 5' to your movement. Your total movement cannot exceed a single Movement action. Allowing iterative attacks while moving will allow fighters and rogues to deliver much more damage on engaging powerful opponents, and speed up the mopping of mooks. This (needless, IMHO) escalation in power comes at the cost of limiting the tactical choice, demoting the place near the fighter as a dangerous place to be at and allowing oppoennts to strike him and move away into safer positions. What freezes up combat positions isn't iterative attacks. A warrior will want to close to his effective range anyway, so iterative attacks are only relevant for reaching many seperate opponents in the same round (mopping up mooks, moving to another major foe once your current one has fallen, or harassing multiple opponents). Those situations are sufficiently rare (felling major foes) or ineffectual (a sparse line of mooks) that they aren't important IMO, and I'm not at all sure I even [i]want[/i] warriors to be able to automatically handle them with flair and speed. What freezes up positions are attacks of opportunity due to movement. To make combat more fluid one needs to provide ways to avoid movement-related AoO (perhaps banning them, perhaps opening up Tumble to warrior classes). [Adding further incentives to movement, e.g. benefits to jumping from higher ground or speeding past your opponent, and adding more movement, aren't a bad idea either.] [/QUOTE]
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