Talk:Feat: Combat Momentum

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Combos

Might not be obvious to players taking this feat, but it has a cool side effect. In any battle where your init is low (or you defer it), you will eventually get at least one round where you have two actions before each opponent does. For example:

  • Combat starts: Your init is 1, Goon1 has init 6 and Goon2 has init 4
  • Round 1 order: G1(6), G2(4), You(1)
  • Round 2 order: G1(6), G2(4), You(3)
  • Round 3 order: G1(6), You(5), G2(4) (you got to act twice before G2 got to act)
  • Round 4 order: You(7), G1(6), G2(4) (you got to act twice before G1 got to act)

An attentive tactician can then stack combo effects like a Trip + FullAttack, Hold + Coup de Gras, Charge + Withdraw, or similar cool things. This will/can happen every battle. The same effect happens with your party members so a clever battler might notice when he'll "lap" a party member and defer things like AidAnother until right before their turn.

In theory you can defer your init whenever you're not afraid of a goon comboing you, and then swoop in again to 2-hit combo them later that combat. -Mattie

Also, you can use a held action to bounce the two moves back and forth (example above, get to init 7 and do your action, then next round hold to init five, etc). Since you can decide whether or not to hold the action, the goon can't take advantage of the double-action the same way. I would imagine that ALL of the use of this feat would come from the ability to do this trick, since gaining init is otherwise pretty useless. -Slitherrr