Fuzzypaws |
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Correct as written, because flanking gives the target flat footed, which instead of giving the attacker +2 to hit as in PF1 instead gives the defender -2 to AC and only AC specifically.
Chalk another point for returning flat footed to how it used to work. +2 to attack, which would cover stuff like Trip etc with the attack trait, is more intuitive.
Quandary |
Or resurrect "CMD/ Maneuver DC" as general concept that would benefit from AC bonuses, yet whose base value changes depending on context (i.e. Athletic etc) so a mechanic would reference it's target "Maneuver DC using Athletics" for example. That also simplifies specifying conditional bonuses to Athletics (etc) for purposes of "defending" checks like this.
Draco18s |
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Yeah, I can't imagine ever bothering to try to disarm someone.
The flat footed non-bonus to disarm isn't the reason not to disarm.
The reason not to use Disarm is because if you succeed you don't actually do anything.
Success: You weaken your opponent’s grasp on the item. Until
the start of that creature’s turn, attempts to Disarm the
opponent of that item get a +2 circumstance bonus.
You successfully disarmed the guy! You get a +2 to future attempts to disarm him (and he can still smack you with his weapon).
How do you actually remove his weapon?
Critical Success: You knock the item out of the opponent’s
grasp. It falls to the ground in the opponent’s space.
Why, a critical success.
sherlock1701 |
sherlock1701 wrote:Yeah, I can't imagine ever bothering to try to disarm someone.The flat footed non-bonus to disarm isn't the reason not to disarm.
The reason not to use Disarm is because if you succeed you don't actually do anything.
Quote:Success: You weaken your opponent’s grasp on the item. Until
the start of that creature’s turn, attempts to Disarm the
opponent of that item get a +2 circumstance bonus.You successfully disarmed the guy! You get a +2 to future attempts to disarm him (and he can still smack you with his weapon).
How do you actually remove his weapon?
Quote:Why, a critical success.Critical Success: You knock the item out of the opponent’s
grasp. It falls to the ground in the opponent’s space.
That's what I mean. That +2 bonus is a huge waste of an action.