D&D 3E/3.5 Please Rate Improved Overrun 3.5

Please rate the usefulness/must have of the Improved Overrun feat

  • you should never take this feat

    Votes: 0 0.0%
  • not very useful

    Votes: 4 20.0%
  • of limited use

    Votes: 6 30.0%
  • below average

    Votes: 1 5.0%
  • average

    Votes: 6 30.0%
  • above average

    Votes: 1 5.0%
  • above average and cool

    Votes: 2 10.0%
  • good

    Votes: 0 0.0%
  • very good

    Votes: 0 0.0%
  • everyone should take this feat

    Votes: 0 0.0%

There are two advantages in overrun: The target can't avoid you knocking him over (if you so choose) and the +4 to overrun checks.

The first advantage is of little use. Where it can be useful is in situations where you want the person you are overruning to end up prone - either so that he'll provoke AoOs from other allies as he stands up or becuase you want to limit his mobility for a round.

The second advantage, +4 to overrun checks, is important any time you want to get past a front line opponent to get to the defenseless target behind the front lines and the front line opponent doesn't want to let you past. The +4 bonus is an awfully big bonus on these checks. It is the equivalent of a +8 bonus to strength. If the odds were even before applying the bonus, they move fairly significantly in your favor once you apply the bonus.

Is this a feat that everyone should have? No. I wish there were no 'must have' feats out there. 'Must have feats' should be class abilities instead of feats. But this is a feat that is useful in the right hands at the right time.

As a side note, it makes an excellent partner to the expert tactician feat, allowing you to get past front line opponents and get an attack in on those flat-footed back row spellcasters before they can get their spells off.
 

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You are often better off just double moving to reach that spellcaster if you plan on eating an AoO or two anyway. The double move allows you to swing behind the spellcaster, severely restricting the 5' step.

OTOH, sometimes you really do have to go through someone to hit the backfield.

The big bonus to a successful overrun is if you can put the victim in multiple threat zones -- forcing him to either suck up a volley of AoOs or fight to the death from his knees at a disadvantage.
 

JoeBlank said:
For reference, that errata says:

"Player's Handbook, page 148
It’s not possible to overrun as part of a charge.
Delete "or as part of a charge" from this paragraph.
"

For the purposes of games, I'd suggest ignoring the errata because it is bloody stupid, along with the rule that prevents a charge through an ally.
 

Hmmm... charge/overrun was a tactic I used to use a lot with my Living Greyhawk barbarian character - I didn't realise 3.5 had destroyed it.

So - if you can't overrun during a charge to let you charge down the back-rank big bad, is there really much point to overrunning at all (let alon Improved Overrun?)
 


One use I can see for it is for your mount to take it (one that gets bonus HD of course) for use during Trample attacks. It really sucks to have your mounts overrun attack fail, and be stuck next to your opponent rather than a ways off readying another charge.

I can also see it being used in this context with the Cavalry Tactical feat from CW, which allows unlimited overruns. With the +4 you'll get more off before blowing a roll.

--Seule
 

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