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L&L: These are not the rules you're looking for
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<blockquote data-quote="JamesonCourage" data-source="post: 5864397" data-attributes="member: 6668292"><p>Just a note: you can't 5' step and charge in 3.5. You cannot move if you take a 5' step in 3.5; you get one or the other. That helped the Fighter somewhat (especially if they had a reach weapon), but a sidebar for dealing with archers and spellcasters who just took a 5' step away would've been nice.</p><p></p><p></p><p>It was common enough in 3.X, though it wasn't optimal unless someone was down or about to be. Personally, I like it better that way, though I'd love to see protective wards, warning shouts, etc. thrown around as a way to mitigate incoming damage (absorb damage ala damage reduction, give temporary hit points, a bonus on a save or AC against the attack, etc.).</p><p></p><p>Currently, I have a PC in my game built around giving a protective aura to his allies, and then giving them bonuses in combat (kind of like a paladin/bard, though less fight-ey). He'll give two different offensive bonuses on his turn, save his last action to do it again if someone is attacked (he could attack if he wanted to), and use it to give a defensive bonus (he can also give a fourth bonus as a free action interrupt at any point, too).</p><p></p><p>He's very effective, and the build can be entirely mundane (if you lost the "constant" aura he has up, or improved his current version). He just has it flavored as "passive aura = my presence as a neish'paa (chosen by destiny); free action bonus I can give 2/round = improved aura of my presence as a neish'paa as fate focuses on them; move action bonus I can give 2/round = me yelling encouragement, warnings, etc. to them while I observe the fight."</p><p></p><p></p><p>I kinda do hope that they go with reactive protective measures, with in-combat healing mostly when you're desperate (your ally is down, or about to be). I like the feel more, if nothing else.</p><p></p><p>As far as balancing it out, I'm not someone who thinks everyone needs to contribute to combat equally. Maybe they can't defend/heal as well, but they are better at social interaction. I much prefer a game where this is a choice than "everyone contributes to combat equally", but I gather that's where a lot of disagreement comes from in these conversations. As always, play what you like <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="JamesonCourage, post: 5864397, member: 6668292"] Just a note: you can't 5' step and charge in 3.5. You cannot move if you take a 5' step in 3.5; you get one or the other. That helped the Fighter somewhat (especially if they had a reach weapon), but a sidebar for dealing with archers and spellcasters who just took a 5' step away would've been nice. It was common enough in 3.X, though it wasn't optimal unless someone was down or about to be. Personally, I like it better that way, though I'd love to see protective wards, warning shouts, etc. thrown around as a way to mitigate incoming damage (absorb damage ala damage reduction, give temporary hit points, a bonus on a save or AC against the attack, etc.). Currently, I have a PC in my game built around giving a protective aura to his allies, and then giving them bonuses in combat (kind of like a paladin/bard, though less fight-ey). He'll give two different offensive bonuses on his turn, save his last action to do it again if someone is attacked (he could attack if he wanted to), and use it to give a defensive bonus (he can also give a fourth bonus as a free action interrupt at any point, too). He's very effective, and the build can be entirely mundane (if you lost the "constant" aura he has up, or improved his current version). He just has it flavored as "passive aura = my presence as a neish'paa (chosen by destiny); free action bonus I can give 2/round = improved aura of my presence as a neish'paa as fate focuses on them; move action bonus I can give 2/round = me yelling encouragement, warnings, etc. to them while I observe the fight." I kinda do hope that they go with reactive protective measures, with in-combat healing mostly when you're desperate (your ally is down, or about to be). I like the feel more, if nothing else. As far as balancing it out, I'm not someone who thinks everyone needs to contribute to combat equally. Maybe they can't defend/heal as well, but they are better at social interaction. I much prefer a game where this is a choice than "everyone contributes to combat equally", but I gather that's where a lot of disagreement comes from in these conversations. As always, play what you like :) [/QUOTE]
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