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One thing to be aware of is that activated combat skills are on a common cooldown.
So if you have Stunning Blow on a 2 turn timer, and Critical Strike on a 3 turn timer, and you use Critical Strike - you can't use Stunning Blow until 3 turns have passed.
Very different from most other games.
This seems to mean that spending 3 points to get combat cooldown skills is usually a waste, because you should really only aim for 1.
Edit: no, it seems this is wrong.. you can use stunning blow after 2 turns have passed. So every skill is put on cooldown, but they reset after the regular time for the skill.
I wonder about this too.
I just wrote it to point out a trap in picking feats.
need to be unlimited. It’s so easy to fall into trap feats that are so situational you never use them or find out things like specials put everything on cd. No reason to invest in more than one maneuver because of it outside of trying to make early game slightly easier.