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Light, Dark, Underdark - November's Unearthed Arcana
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<blockquote data-quote="Li Shenron" data-source="post: 7685778" data-attributes="member: 1465"><p>I guess that PM was designed assuming that an OA always costs a reaction, and that each creature has max 1 reaction. So you get the OA <em>either</em> when the target enters your reach or leaves your reach, not twice.</p><p></p><p>Maybe we need a rule saying that you can only do one OA <em>per target</em> each turn. But now it's too late to add a general rule like that, it would have to be included in the final version of TF so I wouldn't be really general, and it would make TF even more complex.</p><p></p><p>Also, I don't think the "extra attack" is needed at all, it would be better to remove it from TF. It's already good enough by granting "free" OA that don't use your reaction.</p><p></p><p></p><p></p><p>In general I wouldn't mind for a specific feature to "break the RAW", that happens all the time because it is pretty much what special abilities do! They trump the general with the specific.</p><p></p><p>In this case, I understand your concern, and it is not a small issue. There are many things in the game designed under the assumption of max 1 reaction per turn, so a special feature that breaks the limit affects all those previously design things. Are the designers really going to check the TF against <em>all</em> those things in core? </p><p></p><p>Something similar already happened in core with the Fighter's Action Surge, which removes the limit of max 1 action per turn (without restrictions on what action!). The designers have said they were very aware of the most dramatic consequences, such as <em>doubling</em> all attacks (per Extra Attacks) or allowing to cast two spells in the same round (Eldritch Knight, multiclass Fighter/Wizard etc.). But the reason why it's not a problem is that Action Surge is 1/day or later 2/day!</p><p></p><p></p><p></p><p>The name is mostly for flavor. I am sure the RAI is to give a Fighter the capability of defending another character (or location), whether the area around is narrow or not.</p><p></p><p></p><p></p><p>The more I think about it, the more I think TF is really a huge can of worms... It's way too complex already, and it needs more complexity just to patch the possible loopholes.</p><p></p><p>If they can't simplify it, I'd better be a feat rather than a Fighting Style benefit.</p><p></p><p>If they can't make sure it interacts well with all stuff in core, I say scrap it for good!</p><p></p><p>Still, <strong>the idea has merits</strong>. Certainly with the core rules, it's very hard to truly <em>defend</em> a position (or your party's Fighter), because <em>two</em> enemies are enough to bypass the defender -> the first enemy soaks up the OA, the second can walk past the defender with impunity.</p><p></p><p>So I'd like to find a way to give some Fighters (or whoever) the possibility of being a good 'blocker' that can handle multiple enemies attacking. Maybe one alternative would be to replace OAs with something else, how about forcing the target to stop moving?</p><p></p><p></p><p></p><p>Honestly I didn't get this last point... I don't see the reason why we <em>have to</em> to assign an action <em>type </em>to everything.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7685778, member: 1465"] I guess that PM was designed assuming that an OA always costs a reaction, and that each creature has max 1 reaction. So you get the OA [I]either[/I] when the target enters your reach or leaves your reach, not twice. Maybe we need a rule saying that you can only do one OA [I]per target[/I] each turn. But now it's too late to add a general rule like that, it would have to be included in the final version of TF so I wouldn't be really general, and it would make TF even more complex. Also, I don't think the "extra attack" is needed at all, it would be better to remove it from TF. It's already good enough by granting "free" OA that don't use your reaction. In general I wouldn't mind for a specific feature to "break the RAW", that happens all the time because it is pretty much what special abilities do! They trump the general with the specific. In this case, I understand your concern, and it is not a small issue. There are many things in the game designed under the assumption of max 1 reaction per turn, so a special feature that breaks the limit affects all those previously design things. Are the designers really going to check the TF against [I]all[/I] those things in core? Something similar already happened in core with the Fighter's Action Surge, which removes the limit of max 1 action per turn (without restrictions on what action!). The designers have said they were very aware of the most dramatic consequences, such as [I]doubling[/I] all attacks (per Extra Attacks) or allowing to cast two spells in the same round (Eldritch Knight, multiclass Fighter/Wizard etc.). But the reason why it's not a problem is that Action Surge is 1/day or later 2/day! The name is mostly for flavor. I am sure the RAI is to give a Fighter the capability of defending another character (or location), whether the area around is narrow or not. The more I think about it, the more I think TF is really a huge can of worms... It's way too complex already, and it needs more complexity just to patch the possible loopholes. If they can't simplify it, I'd better be a feat rather than a Fighting Style benefit. If they can't make sure it interacts well with all stuff in core, I say scrap it for good! Still, [B]the idea has merits[/B]. Certainly with the core rules, it's very hard to truly [I]defend[/I] a position (or your party's Fighter), because [I]two[/I] enemies are enough to bypass the defender -> the first enemy soaks up the OA, the second can walk past the defender with impunity. So I'd like to find a way to give some Fighters (or whoever) the possibility of being a good 'blocker' that can handle multiple enemies attacking. Maybe one alternative would be to replace OAs with something else, how about forcing the target to stop moving? Honestly I didn't get this last point... I don't see the reason why we [I]have to[/I] to assign an action [I]type [/I]to everything. [/QUOTE]
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