drnuncheon said:Still, by the time you've got it, you're about ready for multiple attacks, and giving those up can hurt.
Not as much as exposing yourself to a full attack in return....
drnuncheon said:Still, by the time you've got it, you're about ready for multiple attacks, and giving those up can hurt.
drnuncheon said:I notice they did alter spring attack a bit, saying you must move both before and after the attack. I'm not sure what kind of game effect that will have, though - in most situations you ought to be able to do that, although I can think of some where it would expose you to extra attacks of opportunity.
Still, by the time you've got it, you're about ready for multiple attacks, and giving those up can hurt.
J
hong said:
Not as much as exposing yourself to a full attack in return....
Dark Jezter said:The DMG now contains information on... rules for underwater combat,
Steverooo said:
Just combat? What about nitrogen narcosis? The bends? Dealing with the pressure differentials? Is there a spell to allow access to the depths, besides just Water Breathing?
As for Spring Attack, I don't think it's broken, I think movement is... I'd like to see combat run by:
1) Roll for Initiative.
2) Lowest roll declares actions first, up to highest.
3) Highest roll begins performing actions, with movement taking time to accomplish. Order descends from highest to lowest.
4) Next round.
The problems with this are, that it requires movement being broken up into phases, and combat run second-by-second, or somesuch. Thus, the "Actions" system would be done away with... That will be hard for WotC designers to swallow.
On the other hand, it solves the problem of the archer, ready to fire, who is unable to fire upon the charging Barbarian simply because the Barbarian happened to win Initiative! (Somehow, the bloody Gnome can run acroos the entire room before the readied archer can draw and release)!
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[Edit: Typo]