Talk:Epic Path: Difference between revisions

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:* tying flanking to flat-footed would also mean a mob can't be both flat-footed AND flanked.  reducing types of stacking bonuses and penalties will simplify combat, which is a good thing.
:* tying flanking to flat-footed would also mean a mob can't be both flat-footed AND flanked.  reducing types of stacking bonuses and penalties will simplify combat, which is a good thing.
:* PF2 suggests flat-footed is always a -2 to AC, replacing the +2 to-hit from flanking. Note that the [[Flat-Footed]] condition is a weak in our game, so -2 isn't necessarily too small, since it also affects a bunch of other things (man off and man def, can't make AOO's, susceptible to sneak attacks).
:* PF2 suggests flat-footed is always a -2 to AC, replacing the +2 to-hit from flanking. Note that the [[Flat-Footed]] condition is a weak in our game, so -2 isn't necessarily too small, since it also affects a bunch of other things (man off and man def, can't make AOO's, susceptible to sneak attacks).
=== Monkeying with AOO's===
* AOO's require the use of your immediate action.  They are no longer separate.
:* combat reflexes would still give bonus AOO's as free actions usable outside your turn.
* only martial classes get AOO's, but every class gets something to do with their immediate action.
::* non-martial classes might get a bonus to their next action, if an enemy provokes and they burn their immediate (instead of an AOO), or some movement, or whatever.
:* fighter's challenge bonus attack, currently an immediate, would be better than a normal AOO. Fighters would still be able to do a normal AOO's with their immediate against unmarked enemies that provoke.
:* the goal would be to make movement during combat more attractive, without also making it too easy for combatants to simply run away all the time.


=== Spell Action Costs===
=== Spell Action Costs===

Revision as of 15:34, 5 June 2018