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<blockquote data-quote="Evilboy" data-source="post: 2394455" data-attributes="member: 186"><p>I don't know if spells would be a problem, simply rule that aiming a spell and casting a spell occur simultaneously.</p><p></p><p>So, if the player wants to move before a spell is cast, they can, but they couldn't "dodge" a spell, as they would either move before the spell occurs (allowing the caster to aim anew) or they'd move after the spell occurs (as they cannot interrupt the aim--->cast transition).</p><p></p><p>These rules would probably make hiding near cover much more important.</p><p></p><p>Give ground sounds nifty, but for some reason rubs me the wrong way. Don't know why, probably because a feat / reaction that gives your opponent a choice isn't something seen in regular 3.5. You could probably balance this with a dodge bonus being given for each 5' of space sacrificed (up to a certain limit), which would have the nifty little side-effect of making your placement in a duel potentially important, and making "ground" a resource in a 1-on-1 battle.</p><p></p><p>I like the abilities, but I'd try to implement most of them as feats, otherwise I think you'll be up to your eyeballs in people diving for cover and giving ground. Maybe have a harsher penalty for using these last-ditch manuevers? Perhaps a non-feat version (you lose, say, a move action instead of just a 5' step) and a feat version (you lose a 5' step).</p><p></p><p>Lastly, I do like hit the deck, but don't really like the tumble check. It makes sense, but does tumble really need to be any more useful as a skill?</p></blockquote><p></p>
[QUOTE="Evilboy, post: 2394455, member: 186"] I don't know if spells would be a problem, simply rule that aiming a spell and casting a spell occur simultaneously. So, if the player wants to move before a spell is cast, they can, but they couldn't "dodge" a spell, as they would either move before the spell occurs (allowing the caster to aim anew) or they'd move after the spell occurs (as they cannot interrupt the aim--->cast transition). These rules would probably make hiding near cover much more important. Give ground sounds nifty, but for some reason rubs me the wrong way. Don't know why, probably because a feat / reaction that gives your opponent a choice isn't something seen in regular 3.5. You could probably balance this with a dodge bonus being given for each 5' of space sacrificed (up to a certain limit), which would have the nifty little side-effect of making your placement in a duel potentially important, and making "ground" a resource in a 1-on-1 battle. I like the abilities, but I'd try to implement most of them as feats, otherwise I think you'll be up to your eyeballs in people diving for cover and giving ground. Maybe have a harsher penalty for using these last-ditch manuevers? Perhaps a non-feat version (you lose, say, a move action instead of just a 5' step) and a feat version (you lose a 5' step). Lastly, I do like hit the deck, but don't really like the tumble check. It makes sense, but does tumble really need to be any more useful as a skill? [/QUOTE]
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