Interesting stuff.
It allows a player with the fighting style to swing far more times than character without that fighting style when a large number of AoOs are allowed. It also creates problems if they create feats like Polearm Master that allow for AoOs when approaching a player or Sentinel when allowing AoOs for a player that moves away regardless of using Disengage. It will create long-term problems with any feat that allows an AoO for other situations. I watched this crap with Combat Reflexes in Pathfinder with abilities like Come and Get Me where the player was able to swing an absurd number of times. Combat Reflexes that maxed AoOs at a Dex modifier + 1 was bad enough. When the Mythic Adventures book came out allowing for unlimited AoOs, Come and Get Me and some similar abilities can't remember the name of became ridiculous.
Allowing an unlimited AoO abilities opens the door to absurdity. It becomes worse when some game designer forgets and puts in an ability that synergizes with a feat to create ridiculousness. 5E is already far too easy a game. A fighting style like this just makes a DM's ability to challenge more difficult.
I've dealt long enough with extra AoO min-maxing in Pathfinder. It's one of the things I hated about that game. AoOs are supposed to be limited. I'm putting a limit on the AoOs. I hope Mearls gets control of this kind of crap quickly.
On top of that, being able to swing that many times compared to say something with much better reflexes looks stupid in my mind's eye. I
Thank you for assuming my choices need work.Well, I said the new close archery fighting style was better than archery and your point seemed to be "no, it's better if you take <feat X> and <feat Y>". So, my point was that if you have to take two feats for one option to be better than another and not factor in the cost then the first option *might* need work.
If you by ridiculous mean "very specialized but not especially overpowered" then yes.I don't think it can be denied that Tunnel Fighter allows for overpowered builds. It might not be overpowered in and of itself, but it's a gateway to ridiculousness.
Fun times: Tunnel Fighter, Sentinel, Polearm Master. Have a quarterstaff in one hand and a whip in the other.
So you get an opportunity attack if they move from 10 feet away to 5 feet away, if they move from 5 feet away to 10 feet away, if they move from 10 feet away to 15 feet away, if they move more than 5 feet while staying within 10 feet, or if they attack anyone else. All of which reduce their movement speed to 0 if they hit.
The concept worked wonders in 4e. I don't really see the issue. Before now, there really was very little a tank could do to leverage their high AC and HP and force the attention away from squishies. No marks, just 1 AoO. As mentioned elsewhere, a group of enemies could just casually run by the fighter and take out the spellcasters. This will make it easier to actually use some sort of strategy when planning out PC positions during combat. This was very much needed. And it requires a constant use of your bonus action, which means that you won't be casting Smite spells, use any feat that gives you extra options from a bonus action, use abilities like Second Wind, etc.
Characters will still have a limited reach, of at most 10ft. So enemies can still walk around them, but that'll take up more movement. It's only really in very close quarters that this gets extremely good, but having such close quarters doesnt' exactly happen every day.
And considering the sheer amount of ultra powerful options spellcasters can get, I think martial characters deserve something that actually makes them more versatile.
You really need to take a deep breath Celtavian.5E is already far too easy a game.
I'm inclined to agree.I can pretty much say I won't allow close quarters fighting in games I run; I don't like encouraging ranged weapon use in melee. Trying to shoot a bow at an enraged warrior swinging a sword at you should seem like a bad idea. I like to encourage my ranged characters to need a backup melee weapon, just like I want my melee characters to need a backup ranged weapon.
So guys, can we just stop and talk about the fact that with the way the article is written RAW Deep Stalker can "Always cast these spells" rather than "Always have these spells prepared"
You can make unlimited amount of AoOs if there are lots of monsters coming at your face. You can take polearm master and be like death-wall for little kobolds and goblins etc, but bigger monsters can still come near you and hit your face hard. You are standing in front, with relatively low AC. Enemy ranged combatants will fire at you for sure. Don't forget the spellcasters too.
You can also take sentinel feat and hit basically everything, stop them at 10ft. It's cool but still you need to invest 2 feats for this.
And you use your bonus action for entering the defensive stance. No action surge, no second wind etc. This is a cool build but not a instant win build imho.