Combo Breakers


Alpha Release 1 General Discussion


I find that since so many of the Combat Feats require you to use a full-round action in melee round after round, that it just becomes WAY too easy for an enemy to break a combo you are building up. All the enemy has to do is move 10ft or somehow prevent you from being able to use a full-round action for a round.

If you really want to keep the combo mechanic in the game, my suggestion would be to make it so that you can at least use the melee feats as a standard action, so that you could still use a move action.

Grand Lodge

I hate this whole concept. It just needs to be scrapped.

It hamstrings the melee classes for no real good reason.

It would be like telling a wizard that to cast the fireball, you first must cast Create Fire, then cast Shape Fire, and only then can you cast Fireball.

I am not sure at all what the point of this rule is. My assumption is it is supposed to keep fighters from becoming too powerful in melee. But that is what they are SUPPOSED to do. If I spend a precious Feat choice on a feat, then by golly I want to use that feat.

Otherwise just scrap feats all together.

Liberty's Edge

How about 'Attack: Three-for-One'--perform a complex attack of up to three combinations in one round, sacrificing the next round (opponent receives a double-round, single action only).

Grand Lodge

But what is the purpose in the first place?


I'm not to keen on the combo feats myself and wouldnt mind seeing them go .

Liberty's Edge

I don't like this either. I just don't want to have to do one thing this round so I can do what I want to do in the next round.

Liberty's Edge

Krome wrote:
But what is the purpose in the first place?

Three-for-one lets you complete a complex attack in a single round, you just have to take a chance by forfeiting the next round.

Grand Lodge

well, yes, but why do so in the first place?

Why was this changed? Combat Feats worked fine to begin with.

I mean really, if this makes sense then we need to make Fireball a three round spell...

Or let's make Fort saves all worth A and Reflex Saves worth G and these are letters not numbers. See makes as much sense. lol

I need to see some real justification for tinkering with this in the first place.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yeah I had a problem with Dodge, Mobility, and Spring Attack. With this combo you can only use Spring Attack every third round. Mobility only works if you use Dodge first. What is you have to really bolt through some thing and you didn't use dodge last round, Mobility is useless.


Krome wrote:

I hate this whole concept. It just needs to be scrapped.

It hamstrings the melee classes for no real good reason.

It would be like telling a wizard that to cast the fireball, you first must cast Create Fire, then cast Shape Fire, and only then can you cast Fireball.

I am not sure at all what the point of this rule is. My assumption is it is supposed to keep fighters from becoming too powerful in melee. But that is what they are SUPPOSED to do. If I spend a precious Feat choice on a feat, then by golly I want to use that feat.

Otherwise just scrap feats all together.

Amen, brother, amen.

This is my biggest gripe about their "fixes". Doesn't make much sense and nerfs the combat classes for no good reason.

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