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Streamlining advanced combat actions
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<blockquote data-quote="Grayhawk" data-source="post: 1835882" data-attributes="member: 11288"><p>I agree with your concerns, I'm just wondering if they are unfounded. Is the 50% chance of success (against someone of equal skill) so good that you expect to see it all the time? </p><p></p><p>Considering that these moves require a standard action, you have given up any chance of dealing HP damage that round (and if you have more than one attack, you have given up all of those). Also, consider that while these actions may seem more inviting due to them not drawing AoO's, they also become less effecient due to the same lack of AoO's. </p><p></p><p>For instance, disarm someone on your turn. Unless you're working in tandem with someone else who then removes the disarmed weapon, your opponent will just pick it back up on his own turn (without drawing an AoO). Granted, this will deny him a full attack action, but you denied yourself one to do so, so it seems fair. Plus, had you failed, you would have wasted your round and would now be on the receiving end of a full attack. Likewise, being tripped won't be so bad, as there will be no AoO for getting up and no feat giving a free attack on a trip.</p><p></p><p>Now, I'll admit to having little experience with most of these special combat moves in actual play, as my players either thought they were to complex to use or that they just wasn't worth the effort. Therfore, I'll be very interested in hearing if all of you think that a straight up opposed attack roll make these things too easy. Especially when looking at the big picture, namely that this is for a system without AoO's.</p><p></p><p>Would it be better balanced if they all required a full round action?</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1835882, member: 11288"] I agree with your concerns, I'm just wondering if they are unfounded. Is the 50% chance of success (against someone of equal skill) so good that you expect to see it all the time? Considering that these moves require a standard action, you have given up any chance of dealing HP damage that round (and if you have more than one attack, you have given up all of those). Also, consider that while these actions may seem more inviting due to them not drawing AoO's, they also become less effecient due to the same lack of AoO's. For instance, disarm someone on your turn. Unless you're working in tandem with someone else who then removes the disarmed weapon, your opponent will just pick it back up on his own turn (without drawing an AoO). Granted, this will deny him a full attack action, but you denied yourself one to do so, so it seems fair. Plus, had you failed, you would have wasted your round and would now be on the receiving end of a full attack. Likewise, being tripped won't be so bad, as there will be no AoO for getting up and no feat giving a free attack on a trip. Now, I'll admit to having little experience with most of these special combat moves in actual play, as my players either thought they were to complex to use or that they just wasn't worth the effort. Therfore, I'll be very interested in hearing if all of you think that a straight up opposed attack roll make these things too easy. Especially when looking at the big picture, namely that this is for a system without AoO's. Would it be better balanced if they all required a full round action? [/QUOTE]
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Streamlining advanced combat actions
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