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*Pathfinder & Starfinder
Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="Hypersmurf" data-source="post: 5926058" data-attributes="member: 1656"><p>I don't want you to adjust your stance. I have no problem with you finding Trip-as-Daily distasteful.</p><p></p><p>My position is just that Trip-as-Daily is a mechanic that can be made to work narratively. It doesn't need to lead to characters poking at the physics of the game universe with bemused expressions.</p><p></p><p></p><p></p><p>Not at all. I'm saying that if we permit the characters in the game world to think too hard about the implications of the game mechanics, they're going to find weird results. Solution? <em>Don't let them</em>.</p><p></p><p>So with Daily powers, we can choose either to have the PCs think too hard about it ("Hey, you ever notice that I <em>never</em> trip more than one guy on any given day? Don't you think that's <em>weird</em>?")... or we can have them assume that the occasions they choose to attempt to trip someone are those which are occurring through the natural statistical processes of the universe.</p><p></p><p>The character's thought process should be "I'm a pretty good shot, but it gets harder if I'm further away", not "I have a 15 in 20 chance to hit the target between 10 and 100 feet, and a 13 in 20 chance to hit the target between 105 and 200 feet". </p><p></p><p>Likewise, the character's thought process should be "Every now and then a dude leaves an opening for me to Trip him, and when he does, dude's going down!", not "Well, I just Tripped a guy, so I know I can't Trip anyone else until I've had a nap". As players, we know it's once a day; as a character, he knows it's "when the opportunity presents itself". It's just that the player has the narrative control to declare exactly when that opportunity happens to present, by expending his meta-resource.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 5926058, member: 1656"] I don't want you to adjust your stance. I have no problem with you finding Trip-as-Daily distasteful. My position is just that Trip-as-Daily is a mechanic that can be made to work narratively. It doesn't need to lead to characters poking at the physics of the game universe with bemused expressions. Not at all. I'm saying that if we permit the characters in the game world to think too hard about the implications of the game mechanics, they're going to find weird results. Solution? [I]Don't let them[/I]. So with Daily powers, we can choose either to have the PCs think too hard about it ("Hey, you ever notice that I [I]never[/I] trip more than one guy on any given day? Don't you think that's [I]weird[/I]?")... or we can have them assume that the occasions they choose to attempt to trip someone are those which are occurring through the natural statistical processes of the universe. The character's thought process should be "I'm a pretty good shot, but it gets harder if I'm further away", not "I have a 15 in 20 chance to hit the target between 10 and 100 feet, and a 13 in 20 chance to hit the target between 105 and 200 feet". Likewise, the character's thought process should be "Every now and then a dude leaves an opening for me to Trip him, and when he does, dude's going down!", not "Well, I just Tripped a guy, so I know I can't Trip anyone else until I've had a nap". As players, we know it's once a day; as a character, he knows it's "when the opportunity presents itself". It's just that the player has the narrative control to declare exactly when that opportunity happens to present, by expending his meta-resource. -Hyp. [/QUOTE]
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Elephant in the room: rogue and fighter dailies.
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