Hellknight

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Gudrun the Reader wrote:
AHeroNamedHawke wrote:
Ill give you the benefit of the doubt on your +40 comment, because thats impossible without getting Path of War involved (which I highly recommend).
** spoiler omitted **

Lorewarden has no CMB bonus outside of its +2 insight from Know Thy Enemy, which doesnt stack with a Rose Prism, dueling weapons are for disarm and you have a nameless +4 luck bonus I assume came from your ass

So it looks to me like thats a grand total of 9+5+4+4+2+2+2+4=32, which is not even close

Also the numbers you listed add up to 42, maybe double check a few things in the future


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EC Gamer Guy wrote:

You sir have not been playing with Tripping cheese monkeys. Whirlwind attacks trip with a whip and over a +40 CMB at level 9.

As a player and GM, I'm glad those kind of "I do whatever I want on a 2 up" shenanigans are over.

It's a build. Youre probably the kind of player I hate the most, because something that works but isnt the standard "unga bunga i hit him with my greataxe" is automatically "cheese"

Ill give you the benefit of the doubt on your +40 comment, because thats impossible without getting Path of War involved (which I highly recommend). Having some kind of reassurance that you can actually perform an action, and do so fairly consistently, is much more fun that having a 50% chance to accomplish f+@% all on a given round.

And btw, its called Blessing of Fervor. It lets you ignore trip builds and clerics get it at level 7. Now the trip build guydoing 0 damage with a whip isnt such a big deal.


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HWalsh wrote:
AHeroNamedHawke wrote:

Combat has been mostly designed to be 8 characters standing still in an open field and full attacking each other with ranged weapons

Combat maneuvers are nowhere near worth the risk of wasting your turn, and standing up from prone doesn't even provoke anymore. People can't think of things like tying a cable to your gun or not standing 5ft away from a cliff I suppose.

Enemies in SF tend to have low ACs though. CR 1/2's have 11-12, 1's 13-14

A level 1 full Bab with a +3 to str and improved (insert here) can do it to a CR 1/2 on a 15-16, with a +4 bonus they only need an 11.

1/2 CR enemies arent worth the action, and CR 1 enemies are even harder. It also doesnt work if you have a 2h weapon, because they can just pick theirs back up again

Not only that, but the others are near worthless now. The margin is so close that youre only ever going to be getting single round effects, or moving targets 5ft. Grappling has all the same problems as before, and now with no feats to improve it and pinning is near impossible with no +5 to maintain. Both falling prone and standing up do not provoke, and with 1 feat you can do it as a swift action.

That leaves disarm and bullrush, with the former only working on humanoids and the latter only working beside cliffs.


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Combat has been mostly designed to be 8 characters standing still in an open field and full attacking each other with ranged weapons

Combat maneuvers are nowhere near worth the risk of wasting your turn, and standing up from prone doesn't even provoke anymore. People can't think of things like tying a cable to your gun or not standing 5ft away from a cliff I suppose.