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General Tabletop Discussion
*Pathfinder & Starfinder
'wait, wait, attack' fighting style?
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<blockquote data-quote="rkanodia" data-source="post: 1277126" data-attributes="member: 11681"><p>Wow! So many great replies. Thanks much. Here are my thoughts on what's been said:</p><p></p><p>Awesome evil guy feats: I don't like these kinds of things. If the character were, say, the chosen one of an evil deity, maybe it could be explained away, but this guy is just a badass who carries a sword.</p><p></p><p>Iajutsu: I don't have OA, but I know that the basic mechanic of Iajutsu is more or less precisely the opposite of what I am looking for; it's an attack that does huge damage, instantly, if you can attack before the enemy is prepared to fight. The NPC I am creating is going to be a guy who probably won't make the first attack, even if he gets a surprise round and wins initiative. As far as iajutsu duels, yes, they might fit the character somewhat, but iajutsu duels are on a purely voluntary basis, right? It's not as though the NPC can force a player into an iajutsu duel in the middle of a melee. I guess I'll have to borrow the book to look for feats with 'dodge, then massive counter-attack' kind of thematics to see if they fit. InconsequentiAL, I like your idea to change it to require a certain amount of time investment, rather than being instant but versus flat-footed opponents only.</p><p></p><p>Duelist: This guy operates on a more micro timescale than what I'm looking for. He thematically fits - reserved, striking at critical times to great effect - but I think the effect will be more or less lost on the PCs if his actions are still 'full-round attack, full-round attack, full-round attack'.</p><p></p><p>Combat expertise/bluff/sneak attack combo: This isn't a bad idea. I may just run with this if I can't work out something more to my liking.</p><p></p><p>Storing up your damage: this might work out very well, especially with some good description illustrating, say, after the player misses an attack, the villain steps around him, lined up for a perfect counter-blow, but mysteriously chooses not to strike. Hopefully something like a Spot or Sense Motive check will allow them to realize that the villain is making more than a symbolic threat, and give them a chance to surrender once he has 'stored' enough damage to kill them, assuming he is kicking their asses.</p><p></p><p>Trading your attacks for +attack bonus and damage: This one could also work. I would want to add some kind of skill check or Con check to not exhaust yourself, given the potentially ridiculous buildup for moderate- to high-level characters.</p><p></p><p>I'll try to post again tonight with some solid ideas and concrete numbers for everyone to rip apart. Thanks much!</p></blockquote><p></p>
[QUOTE="rkanodia, post: 1277126, member: 11681"] Wow! So many great replies. Thanks much. Here are my thoughts on what's been said: Awesome evil guy feats: I don't like these kinds of things. If the character were, say, the chosen one of an evil deity, maybe it could be explained away, but this guy is just a badass who carries a sword. Iajutsu: I don't have OA, but I know that the basic mechanic of Iajutsu is more or less precisely the opposite of what I am looking for; it's an attack that does huge damage, instantly, if you can attack before the enemy is prepared to fight. The NPC I am creating is going to be a guy who probably won't make the first attack, even if he gets a surprise round and wins initiative. As far as iajutsu duels, yes, they might fit the character somewhat, but iajutsu duels are on a purely voluntary basis, right? It's not as though the NPC can force a player into an iajutsu duel in the middle of a melee. I guess I'll have to borrow the book to look for feats with 'dodge, then massive counter-attack' kind of thematics to see if they fit. InconsequentiAL, I like your idea to change it to require a certain amount of time investment, rather than being instant but versus flat-footed opponents only. Duelist: This guy operates on a more micro timescale than what I'm looking for. He thematically fits - reserved, striking at critical times to great effect - but I think the effect will be more or less lost on the PCs if his actions are still 'full-round attack, full-round attack, full-round attack'. Combat expertise/bluff/sneak attack combo: This isn't a bad idea. I may just run with this if I can't work out something more to my liking. Storing up your damage: this might work out very well, especially with some good description illustrating, say, after the player misses an attack, the villain steps around him, lined up for a perfect counter-blow, but mysteriously chooses not to strike. Hopefully something like a Spot or Sense Motive check will allow them to realize that the villain is making more than a symbolic threat, and give them a chance to surrender once he has 'stored' enough damage to kill them, assuming he is kicking their asses. Trading your attacks for +attack bonus and damage: This one could also work. I would want to add some kind of skill check or Con check to not exhaust yourself, given the potentially ridiculous buildup for moderate- to high-level characters. I'll try to post again tonight with some solid ideas and concrete numbers for everyone to rip apart. Thanks much! [/QUOTE]
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'wait, wait, attack' fighting style?
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