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<blockquote data-quote="Guest 6801328" data-source="post: 7304849"><p>A couple clarifications, please:</p><p></p><p>1) So normally in order to Intercept you have to be unengaged. Does this mean you <em>cannot</em> Intercept if engaged, or that you will provoke an Attack of Opportunity if you do? (If the latter, seems like a great opportunity to tweak a class ability or Feat.)</p><p></p><p>2) "You can still make Opportunity Attacks against a creature that you Intercepted, if it breaks the engagement with you on the same turn." How would it break the engagement on the same turn? Hasn't it already used its Action to engage (or try to engage) somebody, which is what you used your reaction on? Or is this to cover edge cases, such as if the creature has Action Surge or something like it?</p><p></p><p>3) How does this change, if at all, the (controversial) ranged Rogue strategy of using bonus action to Hide after every shot? Once the rogue is Engaged with whatever he's hiding behind, does he simply keep the engagement, so nothing changes? </p><p></p><p>Also, one suggestion: "But if you have a Class Feature that allows you to Dash as a Bonus Action, you're still able to Dash normally by using an Action instead." Doesn't this just mean that Movement Advantage/Disadvantage works like regular Advantage/Disadvantage? That is, the same kind don't stack, and if you have one of each they cancel? I guess you don't technically call class abilities "Movement Advantage" but couldn't you? In other words:</p><p> - Call class abilities "Movement Advantage"</p><p> - Add language "Like normal Advantage, Movement Advantage does not stack. However, if you have it once from a class or racial ability, and once from a magical effect, then..."</p><p> - Add language to the Disadvantage section: "As with normal Advantage, if you have Movement Advantage from any source it cancels Movement Disadvantage."</p><p></p><p>P.S. I have not yet actually tried this, but the more I read it and think about it, the more impressed I am. I would love to see this get adopted/treated in a UA, and eventually become official. As I alluded to above, it would be interesting/fun to go through abilities and feats and tweak them to accommodate these rules, in the sense of giving extra goodies instead of just being redundant. For example, "Mobile" gives extra movement, but that suddenly becomes less useful for anybody who already has a movement boost. Could "Sentinel" also use a tweak?</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7304849"] A couple clarifications, please: 1) So normally in order to Intercept you have to be unengaged. Does this mean you [I]cannot[/I] Intercept if engaged, or that you will provoke an Attack of Opportunity if you do? (If the latter, seems like a great opportunity to tweak a class ability or Feat.) 2) "You can still make Opportunity Attacks against a creature that you Intercepted, if it breaks the engagement with you on the same turn." How would it break the engagement on the same turn? Hasn't it already used its Action to engage (or try to engage) somebody, which is what you used your reaction on? Or is this to cover edge cases, such as if the creature has Action Surge or something like it? 3) How does this change, if at all, the (controversial) ranged Rogue strategy of using bonus action to Hide after every shot? Once the rogue is Engaged with whatever he's hiding behind, does he simply keep the engagement, so nothing changes? Also, one suggestion: "But if you have a Class Feature that allows you to Dash as a Bonus Action, you're still able to Dash normally by using an Action instead." Doesn't this just mean that Movement Advantage/Disadvantage works like regular Advantage/Disadvantage? That is, the same kind don't stack, and if you have one of each they cancel? I guess you don't technically call class abilities "Movement Advantage" but couldn't you? In other words: - Call class abilities "Movement Advantage" - Add language "Like normal Advantage, Movement Advantage does not stack. However, if you have it once from a class or racial ability, and once from a magical effect, then..." - Add language to the Disadvantage section: "As with normal Advantage, if you have Movement Advantage from any source it cancels Movement Disadvantage." P.S. I have not yet actually tried this, but the more I read it and think about it, the more impressed I am. I would love to see this get adopted/treated in a UA, and eventually become official. As I alluded to above, it would be interesting/fun to go through abilities and feats and tweak them to accommodate these rules, in the sense of giving extra goodies instead of just being redundant. For example, "Mobile" gives extra movement, but that suddenly becomes less useful for anybody who already has a movement boost. Could "Sentinel" also use a tweak? [/QUOTE]
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