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I would allow swift actions to be taken in place of standard actions. While move actions would be broken, this allows the use of spells cast as swift actions in rounds after immediate actions (for example, if a wizard with feather fall and swift fly is knocked off a cliff, they can use feather fall and then swift fly+move the next turn to get back up. It makes sense and is in now way broken.


To be entirely honest, if a fighter wants to give up all his offensive abilities to be a wall, he's welcome to it. Anything that gives a fighter versatility besides walk up and roll the normal roll to attack something is a good thing, and it's not as if it's that particularly breakable–at it's very worse it makes the combat longer by making both the fighter and monster hit less often (Which very often aligns with cinematic combat normally, where two master swordsmen sit chopping at each other for several minutes before one of them lands a blow.) It seems silly to be glad that fighters loose their options–it means that they become tactically less interesting to play because they can only do one or two tricks (which they do quite well). Being a roadblock is a less than interesting one, but it can situationally make the fighter shine.