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PF2E like D&D 4e?
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<blockquote data-quote="Neonchameleon" data-source="post: 8039318" data-attributes="member: 87792"><p>Which is an entirely different issue from the direct misinformation you were spreading.</p><p></p><p></p><p></p><p>Your approach makes sense ... if your fighters aren't made of flesh and blood but are untiring robots who never ever need to worry about pacing themselves. Of course this is the sort of situation that non-4e D&D hit points leave you in; it doesn't matter how badly beaten up or tired you are, as long as you are still standing you still have 100% of your physical capabilities.</p><p></p><p>Further spamming the same attack again and again makes sense ... if you are up against unthinking robots who never ever see what you are doing and learn and adapt as you repeat the same trick again and again. "Fool me once, shame on you... fool me twice, shame on me."</p><p></p><p>Are there more realistic ways that aren't that complex than 4e manages that take account both of fatigue and of predictability leaving you open for counters? Sure - and I could make a case that the Bo9S Crusader mechanic is a good example of one. But in terms of making sense 4e is vastly better than the "walk forward and mash A to deplete the enemy's health bar until they fall over" of a 1980s beat-em-up video game that it replaced.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8039318, member: 87792"] Which is an entirely different issue from the direct misinformation you were spreading. Your approach makes sense ... if your fighters aren't made of flesh and blood but are untiring robots who never ever need to worry about pacing themselves. Of course this is the sort of situation that non-4e D&D hit points leave you in; it doesn't matter how badly beaten up or tired you are, as long as you are still standing you still have 100% of your physical capabilities. Further spamming the same attack again and again makes sense ... if you are up against unthinking robots who never ever see what you are doing and learn and adapt as you repeat the same trick again and again. "Fool me once, shame on you... fool me twice, shame on me." Are there more realistic ways that aren't that complex than 4e manages that take account both of fatigue and of predictability leaving you open for counters? Sure - and I could make a case that the Bo9S Crusader mechanic is a good example of one. But in terms of making sense 4e is vastly better than the "walk forward and mash A to deplete the enemy's health bar until they fall over" of a 1980s beat-em-up video game that it replaced. [/QUOTE]
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