Talk:The Book of Grievous Injury (3.5e Sourcebook)/Expanded Combat

Extreme Variation in Power Level
These ways of dealing damage are quite varied in their usefulness.

Impalement seems like a useful fringe option, but the bit about sinks is not very well written: Can you sink a two-handed weapon twice, dealing an unspecified number of dice of damage each time, or does a two-handed weapon do two dice of indeterminate size of damage each time you sink it?

Thrust and Slice are useful, if you're fighting somebody with ridiculous quantities of damage-type based damage reduction, and you're very heavily invested in one particular weapon type. Oh wait; creatures with ridiculous quantities of damage-type based damage reduction are very uncommon.

Adjust Grip is handy if you're deathly afraid of 5' steps and somehow can't take full attack actions.

Soak is strange: An immediate full round action isn't a thing, and "has already acted in a round" disrupts the otherwise cyclical nature of combat. Also, it doesn't really have any effect at high levels: you'd need a +70 Fortitude save for it to be worth it, and only if your opponent wasn't taking multiple attacks.

Lock seems like an interesting tactic for tiny minions to use against master swordsmen, and an utterly pointless tactic for someone trying to close on a creature with a reach weapon: you will have much difficulty finding a way to walk up to a spear guy, spend a standard action to lock with them, and then move 5 more feet in that round. It's generally safer to just charge the spear guy and slash his guts open.

Did you know that Blind characters move at half speed?

A -2 penalty to attack in order to knock your opponent unconscious is a choice that should only not be taken against targets with particularly high AC and low health, or characters who are immune to unconsciousness. After you've multishotted all the enemies, your trusty party companions can Coup de Grace them all.

--Foxwarrior 00:17, 24 November 2010 (UTC)