i don't know what to say zen, this thread is MASSIVELY useful to me. i have been scouring mass combat rules since months and this is exactly the type of analysis i'd have liked to encounter. while i did no calculations by reading PF1e mass combat rules i came to the same conclusion, and as of...
as for benefits maybe the curse has them processing other "nourishment sources" better? for a start food and water might be needed twice as less, evolving then towards perfect balance, no diet needed nor need to breath, agelesness (the standard monk thingie you likely know it well if you're...
we can surely agree to disagree. other than that, allow me reciprocate on these 3 points a while longer:
a) nobody is forced under this approach. it just opens an alternative path to success. you can still roll, and roll well, but having the initial argument affect the outcome even partially...
reasons? which reasons?
i'd say that stating goal and approach is a staple of any rpg, it's a fundamental part of resolving action. some games simply conflate the approach with the mechanical resolution: the latter becomes the approach, flattening play as a result.
so yes i prefer the player...
Rude.
Let me clarify:
firstly, i used to think the same as you, but it simply isn't so simple.
I'm not gonna scream at you ir anything if you just wanna roll and be done with it, use a reaction table or split it 50%/50%. any of these has pros and cons, i tried with all of them.
however:
a) lack...
TRUE, i also use plenty of bottle Rings and caps. Collection among beer/wine/water it Nets you a High variety and the clearer ones can be written numbers on with dry erase markers.
The problem with bottle caps Is that they are finnicky in games with many status ailments, also if played on grid...
What i meant Is players looking at any situation and trying to find which skill (craft, tumble, Hide) to solve It with, which has them look at the game "from the outside", instead i like to favour thinking in context. Use social levers on the NPC instead of Rolling. "Just Rolling my skill"...
i perfectly agree.
what i do is for immersion mostly: a tactical game works well for a wargame or a miniature game such as warhammer, while in order to model realistic man to man combat in an rpg (or at least the feel of it) it works well to offer a limited but significative set of choices (eg...
it might be a naughty word response, but my chessex battlemat and my gm screen are the absolute staples. point is, the essentials are essentials for a reason, and if they are good quality everything else flows easier.
the chessex smh retains colors once they dry and it's hard to erase (but not...
5e is pretty heroic and has long chargen it's pretty hard on players to snap their pc's necks so most gms prefer kicking their asses rather than dumping their sheets altogether. my take is simply that pc's should die every time they deserve to. but given my premise about 5e i would still go with...
they surely can but it's harder to make them be so. in general a fast pace is ideal for a fight that is a hectic series of actions. when each action is confronted in a granular fashion that slows down play it is harder to keep your focus for long.
my solution isn't mine (credit to the angrygm)...