| Majuba |
So I had a rare inspiration this morning.
Two actions that go relatively unused are Full Defense and Withdraw actions. Both are full round actions that allow a single move action. Both are usually used for retreating (though not always for either).
Would combining these - essentially making the first 5' square of Full Defense movement be considered non-threatened - be brilliant or broken?
This would also allow a bit of a better option now that tumbling is so much more difficult.
So, are there any in-game, out-of-game, or meta-game reasons not to do this (or particularly *to* do this?)
| Hayden |
So I had a rare inspiration this morning.
Two actions that go relatively unused are Full Defense and Withdraw actions. Both are full round actions that allow a single move action. Both are usually used for retreating (though not always for either).
Would combining these - essentially making the first 5' square of Full Defense movement be considered non-threatened - be brilliant or broken?
This would also allow a bit of a better option now that tumbling is so much more difficult.
So, are there any in-game, out-of-game, or meta-game reasons not to do this (or particularly *to* do this?)
very good point. Howerver, I also think that combining a double movement anf a standard action (full defense) shouldn't be allowed.
After a few thoughts, I simply suggest to state that the full defense action precludes EVERY ADO on your character, including movement ones.
Snorter
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So I had a rare inspiration this morning.
Two actions that go relatively unused are Full Defense and Withdraw actions.
Are you talking 'unused in PFRPG'?
Or unused in Third Edition-based games in general?Because both options got a lot of hammer at my table (3.5).
One problem I have with withdraw is that it doesn't slow you down.
You take a full-round action to make a double move, which is as far as you can normally move anyway, assuming you're not encountering all your enemies on flat, featureless plains.
You'd think with all the ducking and weaving to negate the AoO for the first 5', that this one square, at least, should count double, as it does for Tumbling.
JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
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Majuba wrote:So I had a rare inspiration this morning.
Two actions that go relatively unused are Full Defense and Withdraw actions.
Are you talking 'unused in PFRPG'?
Or unused in Third Edition-based games in general?Because both options got a lot of hammer at my table (3.5).
One problem I have with withdraw is that it doesn't slow you down.
You take a full-round action to make a double move, which is as far as you can normally move anyway, assuming you're not encountering all your enemies on flat, featureless plains.
You'd think with all the ducking and weaving to negate the AoO for the first 5', that this one square, at least, should count double, as it does for Tumbling.
Withdraw does slow you in the sense that you can't take a run action and move even further away from your enemies.
| Majuba |
Hmm, well this will teach me (again?) not to post without checking the rules more closely.
Okay - clarifications:
To me: Total Defense is not a full-round action, but a standard action, and thus you can then move. Important clarification.
To Hayden: You're right, definitely shouldn't get double movement and Total Defense (Note to self, Total defense is the actual name of this action). I don't think Full Defense should preclude AOO though.
To Snorter: I was talking "relatively unused", they happen often enough at my table as well, but are often considered extreme/sub-optimal choices, which then inspires dependence on Acrobatics (Tumbling) checks. Also good point about Withdraw - I had *already* been using it as a single move only, so I guess I agree :) Combining them would solve the issue of getting just as much movement. [Though I don't want to declare that to be a problem *necessarily*.]
Hmm, so they don't fit together quite as well as I thought (or how I'd been playing them anyways would indicate). I think I'll try it out.