Amaril |
Not a fan of these. I don't like not being able to use multiple feats at once, and I certainly don't like the limitation of having to use a feat in a previous round to enable the use of a feat in an immediately successive round.
For example, having to use dodge before using mobility in the following round is awful. The dynamics of any given encounter can change the situation dramatically. I might use dodge one round just for the sake of using mobility the following round, but by the time my turn comes, the situation could have changed entirely. I would rather be able to use mobility with a +4 to AC whenever I want.
And why can't I use precise shot and point blank shot in the same round? That's just silly. I either take a -3 for firing into melee within 30ft. or I only get to negate the -4 penalty for firing into melee? It's like having the ability to not use a feat. It just seems like I'm having something taken away from me.
DMFTodd |
I'm torn on these.
I like the idea of one feat building on another through the combat. Rather than just attacking round after round, you get possibilities for some "combos". Seems like it would add some excitement to the combat to see if you can pull off the later feats.
But...they don't really build on each other - you just have to pass time.
"Hey everybody, fight defensively for the first two rounds while I wait for my Devastating Chop to power up!". The Overhand Chop should have to HIT before you can use Backswing. And the Backswing has to HIT before you get to Devastating Chop. Then you have some excitement hoping that you can get off your combo (wonder if I'll be flamed for that choice of words?).
I agree with the OP on Dodge/Mobility. Those shouldn't be tied together. What, I have to hop around a bit at the back of the group before charging into the battle? And Precise and Point should be used together - or they should be made more powerful if you can only use one or the other.
Michael Cummings |
I like the idea of one feat building on another through the combat. Rather than just attacking round after round, you get possibilities for some "combos". Seems like it would add some excitement to the combat to see if you can pull off the later feats.
As I think about it, I would also be a fan of combo feats - feats that build off each other or give added benefits when used together, rather than making a character choose either/or. WOTC did try to do this somewhat with Tactical feats, but to me they were very poorly done because of the specific situations they could be used in and the long list of prereqs needed. I think a "combo" approach would be a great way to give characters more options in a combat. Combo feats that improved tactical mobility would be sweet - it would hopefully bring an end to the constant 5ft adjusting that makes tactical battle not really that tactical.
Krome |
Please point me in the right direction here. I find nothing the rules at all that says you cannot use them at the same time. In order to learn Mobility you must already know Dodge, but that does not mean you cannot use both, nor do you have to use Doge before you can use Mobility.
Same thing for Point Blank Shot and Precise Shot. I find nothing in the rules that says you cannot use both.
In fact, as a Fighter it is not uncommon for me to to trade some BAB to Combat Expertise and to Power Attack and then attempt an Improved Disarm.
For example I get 3 attacks at level 15 (+15/+10/+5)
For my attacks I decide to forego my third attack. I have +10 BAB worth of points to play with.
I choose to remove 3 points from the BAB using Combat Expertise, and apply them to AC as a dodge bonus. I remove 6 points from my BAB using Power Attack and apply them to Damage.
My First attack I attack at +6 to hit, have +3 to AC until my next turn and should I hit apply an extra 6 points of damage.
For my second attack I decide I want to disarm the opponent. I have a +1 to attack and still have that +3 to AC but he doesn't get an AoO because I have Improved Disarm. If I win an opposed roll he is disarmed.
So, while I did not actually move more than 5 feet that round I increased my AC, increased my damage, and disarmed my opponent. Hardly a static round.
Now the logical thing the opponent would do is NOT stand there, but use the Withdraw maneuver and move up to 2x his move away from me.
On my turn I have to choose whether to follow and loose my attacks or find another opponent.
Hardly a static combat. (this added to emphasize that iterative attacks- another thread- leads to static combats)
DMFTodd |
Please point me in the right direction here. I find nothing the rules at all that says you cannot use them at the same time.
Page 34. Combat Feats, "Combat feats represent various maneuvers and tricks that characters can attempt to perform in combat. Although
these feats can be utilized any number of times per day,you cannot utilize more than one combat feat in any
given round."
Nyarlathotep |
I see that part too. What I'm missing is where it says "You have to use a pre-requisite in the round before you can use another combat feat". No where can I see you need to use Dodge before you can use Mobility in combat, just that you have to possess Dodge in order to take Mobility.
It lists it in the Mobility Text (Don't have my printout handy, but I believe it's at the top of the page following the Mobility heading and says something along the lines of "you must have used the dodge feat in the previous round")
Krome |
Krome wrote:Please point me in the right direction here. I find nothing the rules at all that says you cannot use them at the same time.Page 34. Combat Feats, "Combat feats represent various maneuvers and tricks that characters can attempt to perform in combat. Although
these feats can be utilized any number of times per day,
you cannot utilize more than one combat feat in any
given round."
Thanks, I completely missed that.
OK that is a universal SUCKS! No way, not in my game. Ain't happening. Period. If this rule makes it to the final version it will be houseruled out in less than a Plank Second!
Nope nope nope. This one HAS to go. Major bad juju!
*spits three times and spins in circles*
theprofessor |
I like the idea of combat feats, only one of which is useable per round. I completely agree however that building from round to round sounds problematic. To use Dodge, do I have to actually be in combat, or threatened? Can I just say when combat starts: "Well, I do Dodge every single round all day long so I'm ready to go with Mobility!" And then, in round 2 when I do Mobility, do I actually have to move? Just doesn't make sense--I think I should be able to Whirlwind on demand. After all, I've spent several levels and feats to get to the point where Whirlwind Attack is an option.
That said, I'm certainly open to some kind of "super-feats" that need a build-up of one or more rounds to allow me to do something really cool.
Eric Ludy |
That said, I'm certainly open to some kind of "super-feats" that need a build-up of one or more rounds to allow me to do something really cool.
Just thinking outloud here but what if the number of combat feats that could be used in a round increases with Class Level? Say you get to use a second combat feat in a round at the same time you gain an iterative attack?
So in round 1 I might declare Power Attack and Dodge.(I cannot Cleave as I did not Power Attack the previous round). Then in round 2 I decide to Power Attack and Cleave. This means in Round 3 I can still use Cleave since I used Power Attack in Round 2.
I am going on an assumption that all combat feats must or at least should be declared at the beginning of the round. Since they last until the beginning of your next turn I see very little reson to use Dodge at the end of my turn (though you could I suppose if you only wanted the AC bonus in place while not your turn. Say you move first in your turn causing an AOO and don't want a bonus to AC because you have retributive strike prepared. Then you could turn on Dodge in mid turn or end of turn.)
Also, in this way as you reach a certain level you could then use Point Blank Shot and Precise Shot in the same round. And at the time you recieve another iterative attack giving you 3 attacks you could use 3 combat feats, so Dodge, Mobility and Spring Attack can be used in a single round.
Maybe this is too powerful for the style of game we are going for. Not sure, will have to playtest.
Eric.
JDJarvis |
I like the idea of applying but one combat feat a round. It stops the..."wait a minute, i actually hit , i forgot to apply feat X when i told yuo my hit roll" or "No i still have 35 Hp, those 12 points i took from the hobgoblin didn't happen becasue i have feat N, i just forgot to mention it before". If players want advanatges they have to pay attention and use the charcetrs abilities, they have to learn to play better.
As for the "chains" where feat X has to be used before feat Y , i'm not to sure on that, have to see it in play.
Skyscraper |
I don't like having to use a combat feat in the round preceding the use of another combat feat (e.g. power attack before cleave). At all.
First off, power attack has been nerfed enough as it is.
Secondly, and more generally, spring attack is not so powerful that you need to dodge then use mobility to be able to launch a spring attack on the third round. This feat chain becomes almost useless as the number of times i'll want to use spring attack will be very low. Also, using mobility means that you need to subject yourself to an AoO. So to spring attack, you must voluntarily first subject yourself to an AoO?! Makes no sense to me.
Finally, please try to keep the new rules simple. This requires keeping tabs on who uses what. Think about the poor DM that has several fighters or rogues to manage, in addition to keeping track of what his PCs do.
I am strongly against this rule.
Sky
Kamelion |
I'm not a fan of having to use one feat in the first round in order to use another in the second (having to use Dodge in order to use Mobility, for example.) It adds fiddly. Fiddly = bad. It could work with some really high-powered feats, I suppose, but I'm not seeing that level of benefit in the alpha doc.
I do quite like the idea that combat feats can only be used one at a time, however, so long as they are notably more powerful than regular feats. And they need to be markedly so to make it worthwhile. I like combining feat effects, so losing this option would need to be replaced by something equally cool. And not fiddly.
However, there is also the "if it ain't broke" argument. Besides the fact that not all feats are equal in power, the 3.5 feat system pretty much works well as it is. I'd be cautious about messing with it too much. Keeping it as it is would be a good idea from a compatibility angle (maybe tweak a couple of feats to bring them into line power-wise, like has been done with Toughness for example.)
Skeld |
Having not seen these playtested, I'm not a fan. These appear overly complex and there doesn't seem to to be a problem that's getting fixed, just another layer of things to keep track of.
Chaining these together doesn't make alot of sense to me. Spring Attack is a good example. You need to plan 2 rounds ahead to get a Spring Attack. Dodge now, Mobility, next round, and Spring Attack after that. That's alot of planning (not that I'm against planning), but planning that many rounds ahead is difficult in a non-static battlefield (one of the things everyone is clamoring for).
Put me in the "against" camp for this implementation.
-Skeld
Shisumo |
I, too, have to cop to not having playtested them yet, but they are currently the only part of the Alpha that I am unreservedly not happy about. (The lack of skill points doesn't thrill me, but that's easily houseruled if I want to put it back, and free additional traind skills helps.) My first reaction upon reading them was that I had no interest in the subsequent feats in each chain - I was just going to buy Dodge and Arcane Strike and never go any further, because those were abilities on which I could rely. I approve of a more dynamic play style, but Combat Feats require serious reconsideration.
Spyderz |
I'm really torn about these...the whole set up is a bit wonky. Some require successful attacks...followed by the next feat with successful attacks...etc...and this makes the later ones barely worth it...unless the effects are truly powerful...because of the setup requirements to make them happen...all of which can be stopped by a smart player/DM...I mean consider this...you've got your fighter who leads off with a power attack....so now I as a GM know that he can cleave next round. If I'm running smart monsters I'll have the monsters adjust to prevent this when possible. Plus...on a note about changes...I think this will be a major drastic change on how combats will work compared to 3.5...not sure I like that. Additionally overall I think it weakens the combat types...and they are usually weaker than casters in damage dealing anyhow...not sure I like that either...
Evan Darrow |
It seems to be a virtually unanimous reaction that the concept of these is great, but the implementation needs work. Alot of the special attack feats require a FRA for one attack (means you're trading them for a full attack), and many of them you can only use once, *maybe* twice in an encounter because of the chaining.
That said, if iteratives were removed, they'd become a better option (and I support removing iteratives regardless), but if you're leaving iteratives in, most of these feats should chain in place of an attack (so for example you might be able to do Overhand Chop, Backhand and Devastating Blow, or PA, Cleave and Gr. Cleave in one full attack).
Something like this would likely increase the power of melee combat by quite a bit (at least potentially), which would be a good thing given the gulf between melee and casters.
Eled the Worm Tamer |
Its just too Limiting, Mobility tends to see a lot of use in the first round of battle, open a suprisie round, as someone vys to slip past defenders and hit a wizard or the like. No longer works as you have to dodge first.
My recommendation. Don't enforce it negitavely, 'you must do this' but positively 'if you use this feat in the turn following a use of [other feat] gain [bonus] encoraging players to set up combos and chains for the bonuses, not straight jacketing them as things stand.
Stalker0 |
If Paizo wishes to keep the concept, might I suggest a massive combination of feats.
For example, combine dodge and mobility into a single feat, along with cleave and great cleave.
Dodge (Combat)
Receive +1 to your AC.
Followup: On the round following your use of dodge, you can move without provoking AOOs. This consumes your combat maneuver for that round.
Cleave (combat)
As a full-round action, you can make an attack against one opponent. On a hit, you may strike another opponent within range using the same attack bonus.
Followup: On the round immediately following your use of cleave, you can use the feat again. If your cleave attack hits, you can choose another adjacent opponent to strike. As long as you continue to hit, you can continue to strike more opponents. This ability consumes your combat maneuver for the round.
alleynbard |
This seems needlessly complex. I like the idea of making combat more dynamic but this doesn't seem to be the way. A few of the chains seem interesting, especially Arcane Strike to Conduit Spell, most seem more trouble than they are worth. I will admit I am uncertain on how to make this work. Give me some time to mull it over.
Right now I can't foresee any of my players taking the time to build to these combos. Taking the time to build to an "uber-move" only to have it wasted because of the ever-changing nature of combat seems unsatisfying at best and down right frustrating at worst.
I can say I will try to out before rendering a final judgement.
Krome |
Well I showed my group the rules. We discussed some of the changes. When we got to this, one of them seriously balked. His words were something like "I don't wanna waste my time on this crap. Let's play D&D." There were no positive opinions about it, and one neutral opinion from a woman who has never played a melee character before.
So, to find me some playtesters I will have to resort to the local game store.
Tamago RPG Superstar 2014 Top 16 |
Yeah, I like the concept of these but the fact that it takes multiple rounds to set up the chains really irks me. In combat, everything changes so fast, I feel like I'd almost never get to use my "upper-level" moves.
Concept of chaining moves and feats = good
having to do things in order during combat = bad
Jason Bulmahn Director of Games |
Interesting thoughts everybody.
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
Or I guess, is it a combination of problems. If we removed one of the above, does the concept work better?
Let me know... I will share my specific thoughts later.
Jason Bulmahn
Lead Designer
Tamago RPG Superstar 2014 Top 16 |
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
I think it's a problem of one feat per round, combined with the fact that completing chains takes multiple rounds. The Dodge/Mobility/Spring Attack chain is a perfect example: Why can't I use mobility on the first round? Why do I lose my Dodge bonus when Spring Attacking?
The Arcane Strike chain works better, but still takes 3 rounds to "power up". What if your blow in the first round kills that pesky Kobold, or whoever you just attacked runs away? You then lose the chance to complete the chain.
Also, I think the feats introduce the danger of making combat repetitive. If everyone just tries to fulfill their chains all the time, they'll be reluctant to try anything else. "Shoot the wizard; he's getting away!" "I can't; my Devastating Blow just powered up!"
David Walter |
To me, the idea of chaining is a great one. However, being limited to only using one combat feat in a round is VERY restrictive, particularly to fighters (who will likely be the ones taking the lion's share of combat feats).
I think getting rid of that clause is a very common desire in the posts I have read so far. I would have to agree with previous posters that it would be something I would immediately house rule out of existence in my games.
Now on the subject of chains, they are a great idea, but need some work. Perhaps make them work as bonuses? So that if you follow a chain, it provides bonuses on the action, but you don't HAVE to chain to use the feat. For example, lets take Rapid Shot and Manyshot, just for ease. As is, they are not too bad, but requiring you to have used Rapid Shot on the previous round to use Manyshot makes it a bit weaker than the current version of the feat. Perhaps changing chains to give a bonus if used after the first part of the chain would work better, so that in Manyshot's case, if you used Rapid Shot on the previous round, you get a bonus of some kind on Manyshot. Perhaps a +hit, or +damage. That makes it so that you are not required to do the chain, but there is a good reason to do so.
Changing some of the combat feats to work on "an attack" as opposed to per round, could be useful too, particularly for warriors. Imagine a warrior with multiple attacks using a full round action to set up a chain, such that the first attack uses one feat in the chain, the second attack uses another, and the 3rd attack is a "finisher". A bit video gamey perhaps, but it can also represent a fighting style or the kinds of fights you can see in some movies.
Overall, a great idea, but one that needs a bit of work yet!
Stalker0 |
Consider this idea:
Every character gets 2 combat maneuvers per round.
Followup attacks are now "Empowered" attacks.
Mobility
Prereq: Dodge
Benefit: You don't take AOOs this round.
Empowered: Requires both of your combat maneuver slots for the round.
This way you have more flexibility in combat maneuvers, you can use two in a round or throw in an empowered maneuver.
Sean, Minister of KtSP |
I think there's some interesting ideas with these combat feats, but I think it needs more work. I like the idea of chaining feats, and trying to set up a sequence of moves, but some things, like the Dodge - Mobility - Spring Attack progression don't necessarily make sense as presented in the alpha rules. It might be kind of cool to have several options at any given stage of a chain, but that would probably get way too complicated.
Gurubabaramalamaswami |
I despise these particular changes. Certain feats like Power Attack, Dodge, Mobility, Cleave....are bedrocks for the 3.5 system. I see no backwards compatibility here.
I place a premium on 3.5/Pathfinder transparency and it will be the single most important factor on my decision to by into this system. Some of what you've done I can just cherry pick and put into my game where I want. This thing you've done with some of our most cherished feats is too extensive.
It requires extra work to convert. It changes combat dynamics quite a bit (and not in a good way). It's too limiting and not flexible.
Golly...I just don't like it at all. I agree with whathisname up above - this one I won't be using. Ever.
David Chart |
I'm in the camp that doesn't like the total package. As written, you can only use Spring Attack once every three rounds; so much for extra mobility on the battlefield. (It also completely nerfs the Tusk Terrors in MMV, which I designed to make massive use of Spring Attack, so I have personal "not backward compatible! Hate!" reasons here...)
Things would be a lot better if you dropped "only one per round", I think. Not being able to use Spring Attack until the third round of combat is a lot better than once per three rounds.
I also think that a three-round chain is just too long. Combats change a lot in three rounds. On the other hand, I could see some two-round chains making a lot of sense; doing something this round to set up for the next round has a nice bit of style. Mobility/Spring Attack is not really one of them, though.
So, put me down for "likes the concept, thinks the implementation needs work".
Kamelion |
Interesting thoughts everybody.
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
Or I guess, is it a combination of problems. If we removed one of the above, does the concept work better?
Let me know... I will share my specific thoughts later.
Jason Bulmahn
Lead Designer
Before answering your questions, I'd like to pose one of my own: what is the design rationale for these changes to the way certain feats work? Is this addressing a perceived problem with the current 3.5 feat system? Knowing where you are coming from here would help with understanding the proposed changes.
That said, for me it is a little of all of the above. Chaining takes up too much time to acheive a result (which may no longer be possible if the battlefield changes in the meantime - if so, the chain is just wasted effort.) Furthermore, the benefits of a chain need to be significant, almost on a par with (dare I say it) Book of Nine Swords-style maneuvers.
I have a similar problem with the one-per-round rule. This is fine if the payoff is hefty. But it doesn't look like it is from what I've read.
So it's those, combined with the fact that some familiar feats are now combat feats/chained feats. It sets off my "why are we changing this?" alarm. Chained combat feats might work as a new category with some nice hefty payoff, but I'm not seeing the benefit/fiddly ratio being worth it at present.
(As an aside, thanks for taking the time to listen to this feedback. I know it's part and parcel of an open playtest, but it bears saying nevertheless. Thanks!)
WannabeIndy |
Ok I've given the Combat Feats a little bit of thought, a big problem with the combat feats seems to be the backwards compatibility of them as well as the time it takes to set them up as a result certain feats need to be shifted out of the combat feats section and the maneauvers should probably be in place of an attack (which then makes more of iterative attacks.)
OK on to the modifications.
Move Dodge, Mobility and Point Blank Shot to the feats section allowing them to be used all the time (ideally I'd lose dodge and start that tree with expertise but that might be a step too far.)
Change the conditional nature of the escalating tree's from a particular feat used to a specific circumstance e.g. Cleave can only be used while power attacking.
This circumstance can be applied by the previous feat in the chain giving a feeling of a style but isn't the be all and end all of the situation. Lets use the Dazzling Display chain as an example
Dazzling Display intimidates everyone on 30ft.
Stunned Defence causes an intimidated(shaken) foe to become flat footed. (This is linked specifically to your weapon focus which I'm not sure is required since I like the idea of setting up for the rogues sneak attack.)
Deadly Strike Causes double damage and a point of con damage to a flat footed opponent. (linked to Greater Weapon Focus which should keep the rogues away from the grab bag.)
This sets up the chain as an obvious combo without feeling quite so forced, as well as allows the character to exploit situations that crop up or even promote team work to set up the big hits.
Some of the escalating trees probably shouldn't be escalations.
Rapid Shot to Manyshot
Cleave to Great Cleave
Deft Shield to Shield Slam to Shield Master
Weapon Swap to Two Weapon Rend (should probable be Double Slice to Two Weapon Rend.)
Ok that should be all for now I think or this is going to get very long.
Tharen the Damned |
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
Ok, first let me state that I like the idea of Combat Feats. Feats that are more powerful than "normal" Feats because they only work in certain situations.
- The chaining is no problem for me. To be realy effective, you have to invest. In case of Combat Feats it is a Feat Chain.
- Common Feats put in a Chain? It depends and I will have to see how it affects PC building.
- Using only one Feat per round? Definetly for some Feats that does not make sense or diminishes the worth of the Feats. Some other Feats might need this as a balancing mechanism (in 3.5 Manyshot and Rapid Shot can not be used together, but that is fine). So to answer you: It depends from feat to feat.
But I have an idea how to make these Feats easier to use:
Combat Feat should have "triggers" that have to be met before they can be used. One common trigger is "denied his ability bonus" and triggers sneak attack. Or the trigger for cleave in 3.5. etc. These triggers do not have to conditions of the enemy but can also be of the Feat user or his allies.
For example (just a Feat out of my head): Bring him down too: if you begin your turn prone, you may make a trip attack as a standard action against an adjacant enemy. This Trip attack does not occur an AoO and you receive a +5 bonus to the opposed strength check.
The Trigger can also be a specific weapon or weapon group. This might help for example to make Daggers a feasible weapon for a fighter.
For example: Sudden Strike: If you have a Dagger readied, you may make an extra melee Attack in a surprise round at your highest attack bonus.
A spell counts as a weapon too of course!
And lastly, the trigger might be the PC race. Elven grace, Dwarven stoutness and Orcish Fury can be meaningfull Feats, only available to certain races.
To sum it up:
Triggers can be
- Conditions
- Weapons or Weapon groups
- Race of PC
Shisumo |
Interesting thoughts everybody.
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
Or I guess, is it a combination of problems. If we removed one of the above, does the concept work better?
The issue for me comes down to reliability. Even with extra feats, I don't have any interest in wasting character building resources on things I can't be sure I'll get to use regularly. The combat feat concept violates that idea two ways - the chains mean that later abilities are less likely to be utilized (and this is particularly bad with three step chains), and the mutually exclusive clause means that I have to sacrifice one ability to use another. Together, these mean I simply don't buy up the chains - then I have an ability I can use all the time, and no worries about whether I am willing, let alone able, to use something else in its place.
I will say this, though - I would be far more willing to consider chains as "bonus" powers if I didn't lose access to the other feats as well. So the exclusivity is a deeper problem for me than the chains are.
JDJarvis |
the combat chain does read sort of like katas in martial arts. step A to Step B to Step C. If you know the kata the other guy is using and he isn't very flexible you can avoid or counter blows much more easily. It ads a layer of system mastery/player skill to the game.
"oh no he's power attacking, don't get to close to him."
you can put in those cheesie lines "Your Gorgon Fist shall be of no avail against my Wind Step...ahahahahaah"
players may be able to anticipate the next move, not a bad thing at all.
BM |
Interesting thoughts everybody.
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
Or I guess, is it a combination of problems. If we removed one of the above, does the concept work better?
Let me know... I will share my specific thoughts later.
Jason Bulmahn
Lead Designer
There are 2 problems with combat feats.
1)Chaining them over multiples rounds.
2)Some don't give the benefits of the previous round.
Here is my solution.
Change the rules for combat feats to "You can use as many combat feats per 5 points of BAB." So if have 20/15/10/5, you get to use four combat feats per round.
This is allow most chains be completed in one round, allowing chaining (a thematic and balance issue), while giving you the benefits of all of them. It also favors full BAB characters who are those most likely users of them in the first place.
Eled the Worm Tamer |
First up, Chains of feats, are a nice idea, needs more work though.
Chaining feats takes too long, 3 rounds to *possibly* use late tier feats? Ive seen climax battles not last that long. It interrupts the flow of some feats like Mobility or Spring attack, not good. This makes the late tier feats very costly feat wise, for relitavely little gain.
Theres the backwards computability effect, I don't mind bread and butter feats being the start of chains, but as it stands Pathfinder mobility is a very different beast to 3.5 mobility, the impact on tactics, PRCs and the like could be bad.
Lastly the use of 1 combat feet a round will severely alter the utility of feats like Improved trip and the like, mostly serving to weaken full Bab classes as well as making it potently harder to use feats from other 3.5 publications penned without that assumption in place, harder.
Ben Kent |
I like Combat Feats. I think it should be "one per attack", rather than "one per round", but I love 'em, to pieces.
But I love Feat Combo Chains.
I think certain Feats - Dodge, particularly - should not count as your use of a Combat Feat per attack. Power Attack, Combat Expertise, Improved Trip, Improved Disarm, etc, should.
But what had huge potential to me - to create high-level Fighter powers to keep up with Wizards and Clerics - is a series of Feat Chains, requiring - or allowing, depending on your perspective - you to use one after the other.
If they have big same-round cumulative effect, then the Fighter can get Coolness going.
The first attack Power Attacks. The second attack, I use Overhand Strike (as a For Instance), dealing even more damage. If my Overhand Strike hits, I can follow up with a Backswing; if my Backswing connects, knocking my opponent over (and dealing lots of damage), I can try my Severing Blow (Huge damage - since we're obviously at either 4th combat round against this opponent, or level 16+).
And of course it gets cooler if there are other options. Maybe rather than a Overhand Strike, I could use a Brutal Strike, causing my opponent to be forced backward (and allowing a separate set of followups)...
...man, that would have potential. Suddenly, as a Fighter, I have two-or-three chains of blows to use when I'm full attacking; and good rolls set up combo after combo, letting me cut through adversary after adversary. I might even keep up with the Wizard!
Lord Welkerfan |
I have a problem with just about all of the Combat Feats section.
First, a one of the fighter's only strengths is that he can use multiple sets of feats at a time because he has enough feats to do so. For example, a paladin can progress along the Power Attack feat chain or along the Mounted Combat feat chain, and a rogue can take the Combat Expertise chain or the Dodge chain. The fighter, however, can make better use out of all of the feats because he has enough feats to take two or even three chains. The fighter's strength comes from the fact that he can simultaneously Spring Attack and Power Attack or Spring Attack and Improved Trip. By limiting the number of Combat feats one can use in a round in any arbitrary way, you take away the only real strength of the fighter class. The only way that the number of feats you use in a round should be limited is by the number of actions you have (i.e. I can't use Power Attack and Improved Trip and Spring Attack in a round because I only get 1 attack if I Spring Attack).
Second, as has been said, the arbitrary chaining takes too long. If it takes 3 rounds Spring Attack, I probably can't use it. Any possible chaining should be based on conditions in combat, as a previous poster said. These conditions could be based on the "stance" a combatant is in (i.e. If I want to Cleave, I need to be using Power Attack. If I want to use Improved Trip, I need to be using Combat Expertise). These conditions could also be more standard, ala "If an opponent is flat-footed, you can use this feat." This style encourages chaining of feats in combat while not requiring it--if an opponent is already flat-footed, I can use my feat that requires that condition without having to use my feat to make him so. This also encourages teamwork, one of the positive aspects of 4th edition's design philosophy, by allowing players to combo off of each other (the fighter uses a stunning feat so that the rogue can sneak attack, for example).
Most of the pre-existing feats don't fit well into the chaining structure. The new feats, the Arcane Strike chain for example, do because they were designed to fit. Trying to retrofit sound mechanics to fit a new system probably won't work.
If there is to be a Combat feats mechanic as written, completely new feats need to be made for it or the existing feats need to be heavily modified and combined. As it stands, Dodge+Mobility+Spring Attack or Power Attack+Cleave+Knockback+Stunning Blow might be good feats to which I am limited to using one per round.
Third, this rule is much more punishing to some players than to others. Only fighter-types will really be affected by this rule--casters don't use combat feats enough for it to really matter to them. These rules really only make the fighters' lives more difficult. Also, even with the changes to the casters presented, any of mid to high level can easily outdo the fighters in combat effect. A wizard still swings the tide of combat more than any fighter could. This rule only makes that problem worse.
In summary, the rule as a whole either needs to be dropped or made into a new system which exists in addition to the standard feats system, possibly as a class feature of fighters, with its own set of new very powerful options.
WotC's Nightmare |
I agree. Having to this feat this round and that feat next round to use the really good feat on round 3 is overly complicated and hinders characters with these feats. Jason, I ask you to strongly consider changing these chain feats to the way similar feats are presented in the PHB. Just having the prerequiste ability scores, BAB, and feats should be enough. You shouldn't have to use dodge one round, mobility the next round, to use spring attack the third round. The enemy you wanted to use it on might have moved or be dead or incapitated by then. It may sound like it lets players think tactically, but in the end it just doesn't work.
Joey Virtue |
Interesting thoughts everybody.
I have a question for the crowd. Is it the actual chaining that is a problem? -OR- Is it that some of the more common used familiar feats got put in a chain? -OR- Is it that you can only use one combat feat per round?
Or I guess, is it a combination of problems. If we removed one of the above, does the concept work better?
Jason Bulmahn
Lead Designer
This was one of the things my playgroup really disliked
I think its partly all three of thouse things
Chaining dont like at all
Common feats now stuck in here is really bad
What about with these combat feats you can use only once per turn be super good feats and as you advance in level you can use more of them based on your base attack (so the fighter gets a little more of a buff)per turn