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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A few cinematic combat rules
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<blockquote data-quote="weem" data-source="post: 4893675" data-attributes="member: 9470"><p>I don't see you asking for feedback on these, but I'm going to give it since you posted it here.</p><p></p><p>1) If I had to allow one of these, this would be it - it's kind of a visual reminder of the fact that you were just seriously hurt.</p><p></p><p>2) Equal to YOUR highest ability mod? So... if my highest ability mod is 5 (from DEX we'll say) I get slid 5 squares? I would think it should be based on the attackers mod (STR maybe) if anything. Regardless, that could get a bit crazy - I would consider making this like #1 and have it be push 1 square, or knocked prone</p><p></p><p>3) Second Wind already adds to defenses. It is a defensive measure really, so adding a +1 attack doesn't really make sense (to me) - and the shift plays against it as well - again, this is a defensive ability and I consider it more of a "hunker down" thing than a "mobility" thing.</p><p></p><p>4) I'm wondering if you typo'd this and meant to say "If you <strong>successfully</strong> make a death saving throw" because essentially what you are saying is "If you fail at X, you get benefit of Y" which doesn't make sense to me. If this is the case, this just helps people get back into the fight and really, it's hard to die in 4e - I don't think anyone needs more help.</p><p></p><p>5) Is there a reason for this one? I'm assuming you are just trying to simulate that someone is very near death. I think the number is a little arbitrary (maybe you should use 10%) and I think it's odd that you could choose the effect applied to yourself. I would always choose "knocked prone" because I get all of my actions on my next turn. </p><p></p><p>None of these are rules I would use in my games (for various reasons). With that said, if they work for you that's awesome!</p></blockquote><p></p>
[QUOTE="weem, post: 4893675, member: 9470"] I don't see you asking for feedback on these, but I'm going to give it since you posted it here. 1) If I had to allow one of these, this would be it - it's kind of a visual reminder of the fact that you were just seriously hurt. 2) Equal to YOUR highest ability mod? So... if my highest ability mod is 5 (from DEX we'll say) I get slid 5 squares? I would think it should be based on the attackers mod (STR maybe) if anything. Regardless, that could get a bit crazy - I would consider making this like #1 and have it be push 1 square, or knocked prone 3) Second Wind already adds to defenses. It is a defensive measure really, so adding a +1 attack doesn't really make sense (to me) - and the shift plays against it as well - again, this is a defensive ability and I consider it more of a "hunker down" thing than a "mobility" thing. 4) I'm wondering if you typo'd this and meant to say "If you [B]successfully[/B] make a death saving throw" because essentially what you are saying is "If you fail at X, you get benefit of Y" which doesn't make sense to me. If this is the case, this just helps people get back into the fight and really, it's hard to die in 4e - I don't think anyone needs more help. 5) Is there a reason for this one? I'm assuming you are just trying to simulate that someone is very near death. I think the number is a little arbitrary (maybe you should use 10%) and I think it's odd that you could choose the effect applied to yourself. I would always choose "knocked prone" because I get all of my actions on my next turn. None of these are rules I would use in my games (for various reasons). With that said, if they work for you that's awesome! [/QUOTE]
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A few cinematic combat rules
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