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General Tabletop Discussion
*Pathfinder & Starfinder
Adopting play for Combat Strategy
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<blockquote data-quote="Grandvizier" data-source="post: 6995190" data-attributes="member: 6777214"><p>Great to have a critique from another experienced DM that has played with these ideas. I think I never found the whole morale process too complicated, probably due to very astute players. After they routed a stronger force, which I had originally designed to get the players to withdraw from, as It was meant to send them into another non combat encounter, they read up heavily on the morale rules. Knowing I was applying them they started targeting leaders, and using subterfuge. The level of heroic play increased, as they started to see their small group as potentially able to take on a larger force, the only difference is they planned and got cunning. The game got less about power game and more about working as a group. </p><p></p><p>I think a less imaganitive group of people would likely forced me into rebalancing the encounters. It did allow me to get have encounters that relied on PC identifying key areas, to overcome foes rather than the simple maths of numbers x stats = encounter level.</p><p></p><p>I admit the concept of feats brought in at 3e, always had me concerned, as what's good for players is also used by monsters. I liked that the players would try and innovate and confidently try it on in the game, knowing I would try and make it work within the game framework, whether there was current rules for it or not. </p><p></p><p>The old trying to make fantastical world logical and semi "predictable". I always found feat descriptions pushing logic away in favour of fantastical. Your use of feats for tactics however is quite inspired as it has that thread of logic I like in the game. </p><p></p><p>Sent from my HNT10-1615 using Tapatalk</p></blockquote><p></p>
[QUOTE="Grandvizier, post: 6995190, member: 6777214"] Great to have a critique from another experienced DM that has played with these ideas. I think I never found the whole morale process too complicated, probably due to very astute players. After they routed a stronger force, which I had originally designed to get the players to withdraw from, as It was meant to send them into another non combat encounter, they read up heavily on the morale rules. Knowing I was applying them they started targeting leaders, and using subterfuge. The level of heroic play increased, as they started to see their small group as potentially able to take on a larger force, the only difference is they planned and got cunning. The game got less about power game and more about working as a group. I think a less imaganitive group of people would likely forced me into rebalancing the encounters. It did allow me to get have encounters that relied on PC identifying key areas, to overcome foes rather than the simple maths of numbers x stats = encounter level. I admit the concept of feats brought in at 3e, always had me concerned, as what's good for players is also used by monsters. I liked that the players would try and innovate and confidently try it on in the game, knowing I would try and make it work within the game framework, whether there was current rules for it or not. The old trying to make fantastical world logical and semi "predictable". I always found feat descriptions pushing logic away in favour of fantastical. Your use of feats for tactics however is quite inspired as it has that thread of logic I like in the game. Sent from my HNT10-1615 using Tapatalk [/QUOTE]
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