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General Tabletop Discussion
*Pathfinder & Starfinder
Sunder -- The most useful useless feat
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<blockquote data-quote="Elder-Basilisk" data-source="post: 375123" data-attributes="member: 3146"><p>No kidding. 1 HD kobolds suck at sundering stuff. Now 1 HD blessed, Bull's strengthed orcish barbarians who chug a potion of divine favor, I can definitely see. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The problem with using mooks for sunder is that they usually can't win the opposed attack roll and often don't deal enough damage to actually break a melee weapon in one shot anyway.</p><p></p><p>Unless the DM has legions of foes who are willing to attack without regard for their lives and actually winning the fight but simply want to break stuff the PCs' weapons, Sunder's usefulness will be limited to two situations:</p><p>1. Significant fights against big villains</p><p>2. Dealing with archers who think they're using a 10' reach weapon.</p><p></p><p>The problem of using sunder is this:</p><p>In order to use it effectively on a melee weapon, the villain must be of at least comparable power to the PC being sundered. Otherwise, the PC will probably win the opposed attack roll.</p><p></p><p>The villain also needs to be optimized for damage dealing and/or have improved sunder. One handed weapons will rarely succeed in sundering either large or bladed weapons in a single attack.</p><p></p><p>The villain also needs to be in a situation where one PC is dealing significantly more damage to him than other sources in the combat--otherwise, the attack he sacrifices will have little effect on the amount of damage he takes.</p><p></p><p>The PC inflicting the damage also needs to be relatively dependant upon one weapon. If a character is carrying a glaive, a light flail, a heavy pick, armor spikes, and a dagger of similar quality, the villain doesn't really accomplish a whole lot by making the character switch weapons unless the character is focussed around the use of one weapon. This makes sunder better at mid to high levels when fighter types are likely to be using weapon specialization, improved critical, and powerfully magic weapons. Consequently switching to a backup weapon is more of a disadvantage.</p><p></p><p>It's also a bad idea to use Sunder if the villain could concievably drop the PC with his attack sequence instead. A dead or dying PC is less of a threat than one who just switches to a backup weapon.</p><p></p><p>Consequently, the mechanics of Sunder dictate that it will usually not be useful outside of the situation in which it's most dramatic.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 375123, member: 3146"] No kidding. 1 HD kobolds suck at sundering stuff. Now 1 HD blessed, Bull's strengthed orcish barbarians who chug a potion of divine favor, I can definitely see. :) The problem with using mooks for sunder is that they usually can't win the opposed attack roll and often don't deal enough damage to actually break a melee weapon in one shot anyway. Unless the DM has legions of foes who are willing to attack without regard for their lives and actually winning the fight but simply want to break stuff the PCs' weapons, Sunder's usefulness will be limited to two situations: 1. Significant fights against big villains 2. Dealing with archers who think they're using a 10' reach weapon. The problem of using sunder is this: In order to use it effectively on a melee weapon, the villain must be of at least comparable power to the PC being sundered. Otherwise, the PC will probably win the opposed attack roll. The villain also needs to be optimized for damage dealing and/or have improved sunder. One handed weapons will rarely succeed in sundering either large or bladed weapons in a single attack. The villain also needs to be in a situation where one PC is dealing significantly more damage to him than other sources in the combat--otherwise, the attack he sacrifices will have little effect on the amount of damage he takes. The PC inflicting the damage also needs to be relatively dependant upon one weapon. If a character is carrying a glaive, a light flail, a heavy pick, armor spikes, and a dagger of similar quality, the villain doesn't really accomplish a whole lot by making the character switch weapons unless the character is focussed around the use of one weapon. This makes sunder better at mid to high levels when fighter types are likely to be using weapon specialization, improved critical, and powerfully magic weapons. Consequently switching to a backup weapon is more of a disadvantage. It's also a bad idea to use Sunder if the villain could concievably drop the PC with his attack sequence instead. A dead or dying PC is less of a threat than one who just switches to a backup weapon. Consequently, the mechanics of Sunder dictate that it will usually not be useful outside of the situation in which it's most dramatic. [/QUOTE]
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Sunder -- The most useful useless feat
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