Eloel
2009-12-20, 12:26 PM
The complaints about not being able to move & attack (full attack that is, the only useful mode of attacking) except on Pounce or weird spells has been plenty, as most of you would know. So I propose a fix for that.
Let the meleers get their full attack at any time during their movement, not necessarily at once, (so they can attack once, move to end, and do the rest of their attacks) if they move at half speed.
Yep, easy as that.
Also, here are a few feats changed to complement the new abilities.
Prerequisites stay the same.
Dodge; Gives blanket +1 Dodge AC. (only mentioned because it's the prereq for the next feats) If you have the Skirmish ability, you get +1 Dodge AC (for a total of +2) when Skirmish applies.
Mobility; You don't provoke AoO for movement anymore. You still provoke on other stuff.
Spring Attack; You can move at your full speed, instead of half speed, and still be able to full attack.
Important Note: For the purposes of this fix, Flurry is considered to be a Full Attack.
Also, Monks get the ability to choose Dodge/Mobility/Spring Attack as their 1/2/6 lvl feats, yet they need to meet prereqs for these.
Benefits of this fix;
Monk abilities now actually help out each other, since at L20, you can move 45ft while flurrying, 90ft if you took the Spring Attack line.
Fighter has more usable feats to get, and they're not nailed to ground to kill stuff now.
This also works on ranged attacks, so a rogue (or ranger), can move out of cover, kick some arse, and move back into cover.
Scouts benefit from Dodge, as it gives +2 AC. Their increased speed, full with Improved Skirmish feat, allows them to move the required 20ft AND full attack, to get their only useful way of damaging into the target.,
Thoughts?
Let the meleers get their full attack at any time during their movement, not necessarily at once, (so they can attack once, move to end, and do the rest of their attacks) if they move at half speed.
Yep, easy as that.
Also, here are a few feats changed to complement the new abilities.
Prerequisites stay the same.
Dodge; Gives blanket +1 Dodge AC. (only mentioned because it's the prereq for the next feats) If you have the Skirmish ability, you get +1 Dodge AC (for a total of +2) when Skirmish applies.
Mobility; You don't provoke AoO for movement anymore. You still provoke on other stuff.
Spring Attack; You can move at your full speed, instead of half speed, and still be able to full attack.
Important Note: For the purposes of this fix, Flurry is considered to be a Full Attack.
Also, Monks get the ability to choose Dodge/Mobility/Spring Attack as their 1/2/6 lvl feats, yet they need to meet prereqs for these.
Benefits of this fix;
Monk abilities now actually help out each other, since at L20, you can move 45ft while flurrying, 90ft if you took the Spring Attack line.
Fighter has more usable feats to get, and they're not nailed to ground to kill stuff now.
This also works on ranged attacks, so a rogue (or ranger), can move out of cover, kick some arse, and move back into cover.
Scouts benefit from Dodge, as it gives +2 AC. Their increased speed, full with Improved Skirmish feat, allows them to move the required 20ft AND full attack, to get their only useful way of damaging into the target.,
Thoughts?