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<blockquote data-quote="Oofta" data-source="post: 7421184" data-attributes="member: 6801845"><p>You have made some pretty grandiose claims. I'd be curious on why, for example, the shove tactic works for you and why you think it can "destroy" the enemy because I just don't see it. [MENTION=2525]Mistwell[/MENTION] may be a bit harsh, but at the same time you've made claims that don't seem to add up.</p><p></p><p>For example with the shove and walk away (assuming shover has same movement rate as shovee) it simply wouldn't work very well. So I've got to wonder if you play theater of the mind, have the same group and DM, always play in wide open spaces, etc.</p><p></p><p>I can see a few scenarios, assuming that PC Sam (who has shield master) shoves an Orc and then moves away. Other PCs in the group include Monty the Monk and Randy the Ranger.</p><p></p><p>Scenario 1: Orc has a buddy Bob, also adjacent to Sam before the shove. Bob gets an opp attack if Sam runs away. No good.</p><p></p><p>Scenario 2: Orc, no longer able to get to Sam goes after Monty who is within 30 feet after the shove and attacks him instead. Monty has a lower AC than Sam. No good.</p><p></p><p>Scenario 3:Orc, no longer able to get to Sam, Monty or Randy moves and dashes to get next to Randy so he has disadvantage on his ranged attacks. No good.</p><p></p><p>Scenario 4: Sam can't get far enough away because there's limited space. No good.</p><p></p><p>Scenario 5: Orc has javelins. He throws them then runs away so Sam can't reach him on his turn. No good.</p><p></p><p>Scenario 6: Orc, now able to move freely because there's no one adjacent, runs to get help. No good.</p><p></p><p>Even if you throw in disadvantage for the orc to hit someone other than Sam (which is only possible for a few turns because it requires limited resources), it doesn't really matter much. Hitting Monty or Randy with disadvantage isn't that much worse than trying to hit Sam who probably has the highest AC in the group. Throw in a handful of other monsters, slightly limit distances and I don't see that you could pull this off very often.</p><p></p><p>If I'm missing something, please correct me or give real world examples because I see extremely little utility to the feat from a shove standpoint. The shove and run away would be incredibly rare. Shoving someone is a valid technique once in a while, but you don't need a feat for it.</p><p></p><p>The take no damage if you make a a dexterity save is nice but in most cases you aren't going to get the +2. For my characters that would take this feat, that means I save about 25% of the time. It just doesn't add up to that much avoided damage, certainly far less than Resilient would buy.</p><p></p><p>You make what seem to be extreme claims and then don't want to give details and wonder why people question?</p></blockquote><p></p>
[QUOTE="Oofta, post: 7421184, member: 6801845"] You have made some pretty grandiose claims. I'd be curious on why, for example, the shove tactic works for you and why you think it can "destroy" the enemy because I just don't see it. [MENTION=2525]Mistwell[/MENTION] may be a bit harsh, but at the same time you've made claims that don't seem to add up. For example with the shove and walk away (assuming shover has same movement rate as shovee) it simply wouldn't work very well. So I've got to wonder if you play theater of the mind, have the same group and DM, always play in wide open spaces, etc. I can see a few scenarios, assuming that PC Sam (who has shield master) shoves an Orc and then moves away. Other PCs in the group include Monty the Monk and Randy the Ranger. Scenario 1: Orc has a buddy Bob, also adjacent to Sam before the shove. Bob gets an opp attack if Sam runs away. No good. Scenario 2: Orc, no longer able to get to Sam goes after Monty who is within 30 feet after the shove and attacks him instead. Monty has a lower AC than Sam. No good. Scenario 3:Orc, no longer able to get to Sam, Monty or Randy moves and dashes to get next to Randy so he has disadvantage on his ranged attacks. No good. Scenario 4: Sam can't get far enough away because there's limited space. No good. Scenario 5: Orc has javelins. He throws them then runs away so Sam can't reach him on his turn. No good. Scenario 6: Orc, now able to move freely because there's no one adjacent, runs to get help. No good. Even if you throw in disadvantage for the orc to hit someone other than Sam (which is only possible for a few turns because it requires limited resources), it doesn't really matter much. Hitting Monty or Randy with disadvantage isn't that much worse than trying to hit Sam who probably has the highest AC in the group. Throw in a handful of other monsters, slightly limit distances and I don't see that you could pull this off very often. If I'm missing something, please correct me or give real world examples because I see extremely little utility to the feat from a shove standpoint. The shove and run away would be incredibly rare. Shoving someone is a valid technique once in a while, but you don't need a feat for it. The take no damage if you make a a dexterity save is nice but in most cases you aren't going to get the +2. For my characters that would take this feat, that means I save about 25% of the time. It just doesn't add up to that much avoided damage, certainly far less than Resilient would buy. You make what seem to be extreme claims and then don't want to give details and wonder why people question? [/QUOTE]
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