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timemrick wrote:Avoiding the AoO was only part of these feats' benefits in d20. The True20 versions still give a bonus on the opposed roll, and I.D. still avoids the counter-disarm attempt if you fail, so I'd hardly call them pointless. And unlike d20, neither has any prerequisites.





above was a suggestion for a houserule, so that it drops 10 feet away - whoop, you're done.



Zulgyan wrote:(House Rule)
TRIP AND DISARM – OPORTUNITY STRIKE:
Whenever you trip an opponent, if he tries to stand up in your threatened square in his next turn, you and any other other ally that is threatening that foe may attack him by using a “oportunity strike”. This an extra attack attack is resolved normaly.
Whenever you disarm an opponent, if he tries to pick up his weapon in your threatened square in his next turn, you and any other other ally that is threatening that foe may attack him by using a “oportunity strike”. This an extra attack attack is resolved normaly.

you hell like the mess of aoo, don't you ?
sorry, if you want crunch, then play d&d / vanilla d20. oversimulation is the death of every rpg, which is replaced diablo style hack'n'slay.
if you can live with a little more narrative, easy resolve mechanics - have fun with blue rose and true20...



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