Quote:
Originally Posted by Mailanka
The problem with Kiai in combat is that it's a mental stun, and almost everyone will roll to recover at the end of their next turn (as most worthy opponents will have combat reflexes) which means you gave up an action to get them to give up an action, which is hardly worth it. Thus, Kiai is best for team actions (so someone can exploit the -4 penalty to defense from stunning).
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You do realize that even if they roll to recover from the stun on their very next turn, they still have the -4 until the start of the turn after, so you yourself can still hit them without needing extra attack at -4