05-05-2017, 08:56 AM
(05-05-2017, 06:59 AM)Nacesh Wrote: As a GM I'd rule that no Su ability can be used more than once a round (isn't it a swift action by the way? :evil: )Thanks for the advise. As I've seem to be saying a lot lately but I really do listen to everyone's helpful hints and choose what I like. It's why I like to call my universe the Cosmic Vacuum Cleaner, because it sucks in ideas from everywhere!!
But as a GM I wouldn't allow ToB in the first place (I did. Once. And it wasn't a showstopper, really, nor overpowered, but that was because the player wasn't min/maxing and that we played at lower levels.)
Also, DI kicks in on level 12 earliest, since you need five levels in other classes before taking RKV. Clever GMs simply put in two boss fights, just in case. If you spend all your uses of the ability for the day then what remains for the next battle?
I generally don't like to purposely place players in situations to negate their abilities. I have played with DMs who like to play an adversarial role and sees each combat as a way to kill off characters or at the very least they want to beat them within an inch of there life. I never came away from those sessions feeling like I had an awesome time even though I rarely died. But there was that time when we encountered what we called the zip-lock tent. We were in a tent with a chest inside. After all the trap check rolls succeeded (2nd edition 99% chance) the Rogue opened the chest and suddenly it spewed poison gas. Before we could do anything the tent we were in zip-locked shut and we all died before anything could be done. Yay!! [emoji53]
@Nacesh did you see my question regarding your feats? Shouldn't you have 3 feats?
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