Talk:Accelerate Initiative (3.5e Feat)

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Dangerous[edit]

This can be quite dangerous, as it allows you to set up incredibly strong combos by delaying until right after an opponent, then acting twice before they can respond, effectively giving you a mini Time Stop, but with the added bonus that the enemy can be affected by whatever it is you do. --Ghostwheel (talk) 09:20, 23 May 2016 (UTC)

I will ponder a patch. -- Eiji-kun (talk) 10:49, 23 May 2016 (UTC)
"This feat may not allow you to act more than once in any single turn." --Leziad (talk) 13:48, 23 May 2016 (UTC)
That happens anyway, since the turn would end before you got back. The problem is that in this new turn, you start out ahead.
Now, passing people (and thus sometimes getting two turns before someone's one) was intentional, but not setting yourself to pass and activating it intentionally.
Still thinking, but at the moment I'm thinking something like "if you delay, you lose the benefit of this feat for the encounter". It's a hammer but makes sense fluff wise, you broke your momentum to ready action, and need to reset (another initative roll) to get it back again. -- Eiji-kun (talk) 13:55, 23 May 2016 (UTC)
While blunt, I like this fix. --Ghostwheel (talk) 14:40, 23 May 2016 (UTC)