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General Tabletop Discussion
*Pathfinder & Starfinder
Initiative-Affecting Feats
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<blockquote data-quote="Bhaal" data-source="post: 571709" data-attributes="member: 8702"><p>Let me make sure I'm understanding the mechanics correctly:</p><p></p><p><strong>Safe & Slow</strong>: You activate the feat each round, the penalties to initiative accumulate and the AC bonus is only there for each round you use it.</p><p></p><p><em>I think Safe & Slow is underpowered since you're taking two penalties (one cumulative) only for a small enhancment per round, and you can't full attack, charge, etc.  Perhaps they can take a 2/4/6 initiative penalty for a 1/2/3 AC bonus that lasts the combat, and a -6/+3 max.  The rounds on which they take this penalty it's half speed, no charge/full attack, etc.  Then perhaps add a -5 for 30 or smaller speeds , -10 for 60 or less, etc, that lasts the duration of combat.  Then rule that their initiative can't go below 0 or their initiative mod, whichever's higher.  That sounds like a mouthful, I know it can be worded better.</em></p><p></p><p><strong>Slow & Steady</strong>: Same as above except instead of an AC bonus it's an attack bonus, but penalties accumulate, it's per round, etc.</p><p></p><p><em>Same idea as my improvised Safe & Slow.  Let the attack bonuses remain throughout combat, your initiative can't go lower than your init. mod or 0.</em></p><p></p><p>I really like the idea of having a polearm feat chain.  If you think up any more feats, those would be excellent to come up with.</p><p></p><p>Swift Actions sounds great.  Perhaps make a 20+init mod cap so you don't have someone with +55 initiative com up in some strange situation.  It'll allow someone with one the two previous feats to still get the full penalty/bonus if they roll low (they just need to wait a few rounds <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" />).</p></blockquote><p></p>
[QUOTE="Bhaal, post: 571709, member: 8702"] Let me make sure I'm understanding the mechanics correctly: [b]Safe & Slow[/b]: You activate the feat each round, the penalties to initiative accumulate and the AC bonus is only there for each round you use it. [i]I think Safe & Slow is underpowered since you're taking two penalties (one cumulative) only for a small enhancment per round, and you can't full attack, charge, etc. Perhaps they can take a 2/4/6 initiative penalty for a 1/2/3 AC bonus that lasts the combat, and a -6/+3 max. The rounds on which they take this penalty it's half speed, no charge/full attack, etc. Then perhaps add a -5 for 30 or smaller speeds , -10 for 60 or less, etc, that lasts the duration of combat. Then rule that their initiative can't go below 0 or their initiative mod, whichever's higher. That sounds like a mouthful, I know it can be worded better.[/i] [b]Slow & Steady[/b]: Same as above except instead of an AC bonus it's an attack bonus, but penalties accumulate, it's per round, etc. [i]Same idea as my improvised Safe & Slow. Let the attack bonuses remain throughout combat, your initiative can't go lower than your init. mod or 0.[/i] I really like the idea of having a polearm feat chain. If you think up any more feats, those would be excellent to come up with. Swift Actions sounds great. Perhaps make a 20+init mod cap so you don't have someone with +55 initiative com up in some strange situation. It'll allow someone with one the two previous feats to still get the full penalty/bonus if they roll low (they just need to wait a few rounds :)). [/QUOTE]
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