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Multiple Ability Dependance and other tall tales
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<blockquote data-quote="JustaPlayer" data-source="post: 2631545" data-attributes="member: 17202"><p>Not quite saying that. I'm saying it's not as useful as you are making it sound. Hey, it's nice especially for jumping distances and such. It's just not the huge benifit in combat you think it is.</p><p></p><p>When saying +1 or +2, you aren't looking at the whole picture. Say I want to use flurry against a fighter. At first level I would be -3 compared to the fighter. That means I would hit a target with the same Ac 15% less of the time. Now at 20th level that increases to -5 compared to the fighter or 25%. No at fist level your fighter has an AC of 18 easy. let's say I have two good stats for Dex + Wis so I have 16. So his AC is 12.5% harder to hit than the Monks. You would think this gap would close at higher level but due to the fact that the fighter will more than likely have +5 it actaully gets wide unless I dump all ability boost into Dex or Wis. Here is the real kicker, the monk has already used two good stats for Dex and Wis. The Fighter puts his one and only good stat in Str so he is at +3 Hit/Dam, now he hits the same AC I would at 15% more. Wow, that -3 to hit compared to a fighter turned into -6 or 30% real quick. His hp are 22% higher d8 (4.5 ave) vs. d10 (5.5 ave). If he had a second good stat and placed in Con that would be even more. Monk = paste.</p><p></p><p>Yes people use maps and minis and move around in combat. Positioning for sneek attack, protecting the weak wiz/sor and such. Using move actions is not big because it just isn't going to help you on offese much (I find that trying to focus on defense is just not the way to win the combats whether fighting defsivly or hoping to counter spell it's just a bad move in the game). 5ft steps for free is the way to move around in combat. I mean you can reduce the tumble check to 15 but you have to make one enter and leaving each threatened area. and you will only get the chance for a single strike. You well still be suseptable to charges and things. When you start getting into tactics to make your character work, assume that the DM has just as good tactics as you do and it's a wash unles I'm a benevolent DM.</p><p></p><p>On a side note, I'm starting to step away from minis. I notice that people step out of character from the moment you set them on the board. The game changes from role play to war game in an instant. I never used them when younger and we used to have more fun dicribing how we moved around than just pushing a mini.</p><p></p><p>Another side note maybe using ones AOO instead of the holding the action would work better for counter spells now that I think on it. It would certainly make for more dramatic spell dules.</p></blockquote><p></p>
[QUOTE="JustaPlayer, post: 2631545, member: 17202"] Not quite saying that. I'm saying it's not as useful as you are making it sound. Hey, it's nice especially for jumping distances and such. It's just not the huge benifit in combat you think it is. When saying +1 or +2, you aren't looking at the whole picture. Say I want to use flurry against a fighter. At first level I would be -3 compared to the fighter. That means I would hit a target with the same Ac 15% less of the time. Now at 20th level that increases to -5 compared to the fighter or 25%. No at fist level your fighter has an AC of 18 easy. let's say I have two good stats for Dex + Wis so I have 16. So his AC is 12.5% harder to hit than the Monks. You would think this gap would close at higher level but due to the fact that the fighter will more than likely have +5 it actaully gets wide unless I dump all ability boost into Dex or Wis. Here is the real kicker, the monk has already used two good stats for Dex and Wis. The Fighter puts his one and only good stat in Str so he is at +3 Hit/Dam, now he hits the same AC I would at 15% more. Wow, that -3 to hit compared to a fighter turned into -6 or 30% real quick. His hp are 22% higher d8 (4.5 ave) vs. d10 (5.5 ave). If he had a second good stat and placed in Con that would be even more. Monk = paste. Yes people use maps and minis and move around in combat. Positioning for sneek attack, protecting the weak wiz/sor and such. Using move actions is not big because it just isn't going to help you on offese much (I find that trying to focus on defense is just not the way to win the combats whether fighting defsivly or hoping to counter spell it's just a bad move in the game). 5ft steps for free is the way to move around in combat. I mean you can reduce the tumble check to 15 but you have to make one enter and leaving each threatened area. and you will only get the chance for a single strike. You well still be suseptable to charges and things. When you start getting into tactics to make your character work, assume that the DM has just as good tactics as you do and it's a wash unles I'm a benevolent DM. On a side note, I'm starting to step away from minis. I notice that people step out of character from the moment you set them on the board. The game changes from role play to war game in an instant. I never used them when younger and we used to have more fun dicribing how we moved around than just pushing a mini. Another side note maybe using ones AOO instead of the holding the action would work better for counter spells now that I think on it. It would certainly make for more dramatic spell dules. [/QUOTE]
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