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Why Not? A Variant Captain Fighter
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<blockquote data-quote="Don Durito" data-source="post: 7948884" data-attributes="member: 6687260"><p>Riposte is a problem manoeuvre anyway, as it's far better than most of the others (Precision attack being the only real exception in most situations).</p><p></p><p>But you're giving up an extra attack for a <em>chance</em> to do an extra attack with a little bit more damage on top. (The enemy may not miss you, or they may not choose to attack you - which is pretty logical if you've previously riposted).</p><p></p><p>So the trade-off really depends on both how high your defence is (so they miss a lot) and how low your normal damage (so that a superiority dice represents a significant add on to be worth the risk of not making the trade off at all).</p><p></p><p>So it may be worthwhile for a very high AC defender style Sword and Board cavalier with Sentinel that has the means of locking an enemy into place.</p><p></p><p>But the issue I think, for me anyway, is that this encourages more the strategic expenditure of character build resources, rather than dynamic tactical decision making in play (once you optimise to make something en effective option - then you're always going to default to it when you can - and therefore a problem is "solved" and ceases to be interesting.)</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7948884, member: 6687260"] Riposte is a problem manoeuvre anyway, as it's far better than most of the others (Precision attack being the only real exception in most situations). But you're giving up an extra attack for a [I]chance[/I] to do an extra attack with a little bit more damage on top. (The enemy may not miss you, or they may not choose to attack you - which is pretty logical if you've previously riposted). So the trade-off really depends on both how high your defence is (so they miss a lot) and how low your normal damage (so that a superiority dice represents a significant add on to be worth the risk of not making the trade off at all). So it may be worthwhile for a very high AC defender style Sword and Board cavalier with Sentinel that has the means of locking an enemy into place. But the issue I think, for me anyway, is that this encourages more the strategic expenditure of character build resources, rather than dynamic tactical decision making in play (once you optimise to make something en effective option - then you're always going to default to it when you can - and therefore a problem is "solved" and ceases to be interesting.) [/QUOTE]
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Why Not? A Variant Captain Fighter
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