scouts and skirmishing

Voadam said:
Irdeggman, your sweet spot theory suggests there is a right spot to hit to get the extra damage. However to find this sweet spot you must move and shoot.

If the opponent is paralyzed, and you shoot at him no extra damage. Move within the five foot square or an adjacent one to adjust your shot, no extra damage.

You move 10' to be in position to take the shot and fire right away you get the extra damage. If you move into the position, get distracted for a round then fire, no extra damage.

However if you move back to the original spot where you could not get the sweet spot before on the paralyzed guy who has not moved and fire you now get sweet spot and the extra damage.

Correct?

You are back to that "paralyzed" comparison. That is still what is messing up your logic, IMO.

The scout's ability has nothing to do with any condition his opponent is in which is just the opposite of the rogue's.

The rogue takes advantage of a condition his opponent is in (e.g., denied his Dex, flanked) while the scout makes his own advantage based upon his knowledge of spotting the "sweat spot" and using it by adjusting his position to best take advantage.

What I mean is that the scout is trained on using his movement (i.e., control his position) to spot and take advantage of an opponent's opening (or sweet spot) while the rogue uses his foe's disadvantage to take his shot. While both take advantage of the finding a foe's vital areas they accomplish this differently based on their different "training".

Now regarding movement - remember that the D&D combat system is "extremely" abstract and movement is not locked into "straight as an arrow" lines.

For example lay out 3 1 ft squares in a row. Take a yard stick (actually a meter stick would probably work better) and then figure out how many different ways you can place the stick so that it connect the two outside squares. It is real abstract buut might provide a more visible way of seeing how different positions can be for two things in the same square. That is a character occupies a 5 ft square by being somewhere inside the square but not exactly in the middle or the edge - a character can be anywhere inside that square at anytime without really moving in the D&D system.


Now the concept for the scout's minimum movement is that in order to fully take advantage of this he needs to move at least 10 ft. This is obviously a game mechanics thing to prevent the scout from being able to gain multiple attacks every round - by requireing a move of greater than 5 ft he is no limited to a single attack in a round in all cases where he can use the skirmish ability. Sometimes reality has to be stretched for balance purposes I guess - it is a fantasy game after all.
 

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irdeggman said:
Now the concept for the scout's minimum movement is that in order to fully take advantage of this he needs to move at least 10 ft. This is obviously a game mechanics thing to prevent the scout from being able to gain multiple attacks every round - by requireing a move of greater than 5 ft he is no limited to a single attack in a round in all cases where he can use the skirmish ability. Sometimes reality has to be stretched for balance purposes I guess - it is a fantasy game after all.

Let's not forget the Monk 1 / Scout X with access to a Sparring Dummy of the Master, of course :)

-Hyp.
 

irdeggman said:
Now the concept for the scout's minimum movement is that in order to fully take advantage of this he needs to move at least 10 ft. This is obviously a game mechanics thing to prevent the scout from being able to gain multiple attacks every round - by requireing a move of greater than 5 ft he is no limited to a single attack in a round in all cases where he can use the skirmish ability. Sometimes reality has to be stretched for balance purposes I guess - it is a fantasy game after all.


Unless, of course, you have Haste...
 


Hypersmurf said:
How will that help in 3.5?

-Hyp.

Da*nit, you're right. Haste = no extra move in 3.5...

HOWEVER. You do still get that extra attack. You could move, attack, and then pop off your Haste attack and still gain your extra damage.

Unless they made 3.5 Haste that you only get an extra attack when attackign as a full-round action? Haven't read it that closely.
 





Patryn of Elvenshae said:
He gets both a bonus to AC and a bonus to damage when he moves.


HIJACK MODE ON

Patryn,

I am rebuilding the ranger for my homebrew. While this may not be for Voadam, I might get some use out of it. Care to expand?

RC


HIJACK MODE OFF
 

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