IceFractal
First Post
Something occurs to me, about the removal of full-attacks, and the encouraging of mobility in combat (which I'm in favor of, actually). How will people run away?
Currently, if you Withdraw, the opponent can charge you, but:
1) They only get a single attack.
2) If you withdraw around a corner, they can't charge.
But if they move to Saga-style charge as a standard action, and replace the full attack with a single attack that does more damage, then the sequence would be more like:
1) You withdraw (or maybe just move away, if movement AoOs are gone).
2) They charge and hit you, the same as if you hadn't moved (actually better, since they get the charge bonus to hit).
Now I know this is already somewhat the case when fighting spellcasters, but this would make it the case when fighting pretty much anybody, and would also make retreating around corners a whole lot less effective.
Already, there's somewhat of a contradiction between the attitude that "there are some battles the PCs should run away from" and the fact that running away won't save you if the monster is faster than the slowest party member. Won't this make running away not just a stall tactic, but actively counterproductive?
Maybe the "run" action will get beefed up?
Currently, if you Withdraw, the opponent can charge you, but:
1) They only get a single attack.
2) If you withdraw around a corner, they can't charge.
But if they move to Saga-style charge as a standard action, and replace the full attack with a single attack that does more damage, then the sequence would be more like:
1) You withdraw (or maybe just move away, if movement AoOs are gone).
2) They charge and hit you, the same as if you hadn't moved (actually better, since they get the charge bonus to hit).
Now I know this is already somewhat the case when fighting spellcasters, but this would make it the case when fighting pretty much anybody, and would also make retreating around corners a whole lot less effective.
Already, there's somewhat of a contradiction between the attitude that "there are some battles the PCs should run away from" and the fact that running away won't save you if the monster is faster than the slowest party member. Won't this make running away not just a stall tactic, but actively counterproductive?
Maybe the "run" action will get beefed up?