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General Tabletop Discussion
*Pathfinder & Starfinder
A worry about "special case monster abilities"
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<blockquote data-quote="JohnSnow" data-source="post: 4037805" data-attributes="member: 32164"><p>I firmly believe some level of free form stunt mechanic will exist.</p><p></p><p>Powers are the more reliable, "go-to" abilities that the characters use frequently. For example, King Leonidas is more likely to bash the persian warrior in the face with his shield than to sweep his legs with a low kick. So he gets "Shield Bash" as an "at-will" attack, but if he wants to trip, that's a special "stunt" move.</p><p></p><p>When the first books release, things like strangling, throwing and the like will, I believe, be handled using the freeform mechanics for stunts. However, I expect the more commonly used maneuvers will instead be implemented as powers for the classes that use them regularly.</p><p></p><p>The last thing you want is anyone using the same stunt every round. It's <s>cool</s> exciting the first time the rogue evades in such a way that a blow intended for him instead strikes one of his foes. However, it's absurd if everyone can do it, and it quickly gets boring if the rogue does it every single round. So you make it a per-encounter power.</p><p></p><p>Some things (like throwing flour in your opponent's eyes) can logically be covered by stunts. Some things (like using your opponent as a human shield) could logically be covered by either stunts or powers, depending on how frequently you want to see them in game. For a martial artist character, it's a <s>cool</s> slick move, but if every character in the game can do it, it quickly becomes lame. To me, that sounds like a maneuver you probably want to cover with a stunt mechanic <em>until</em> you get around to presenting <em>detailed and comprehensive</em> unarmed combat rules.</p><p></p><p>Just my two cents.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 4037805, member: 32164"] I firmly believe some level of free form stunt mechanic will exist. Powers are the more reliable, "go-to" abilities that the characters use frequently. For example, King Leonidas is more likely to bash the persian warrior in the face with his shield than to sweep his legs with a low kick. So he gets "Shield Bash" as an "at-will" attack, but if he wants to trip, that's a special "stunt" move. When the first books release, things like strangling, throwing and the like will, I believe, be handled using the freeform mechanics for stunts. However, I expect the more commonly used maneuvers will instead be implemented as powers for the classes that use them regularly. The last thing you want is anyone using the same stunt every round. It's [S]cool[/S] exciting the first time the rogue evades in such a way that a blow intended for him instead strikes one of his foes. However, it's absurd if everyone can do it, and it quickly gets boring if the rogue does it every single round. So you make it a per-encounter power. Some things (like throwing flour in your opponent's eyes) can logically be covered by stunts. Some things (like using your opponent as a human shield) could logically be covered by either stunts or powers, depending on how frequently you want to see them in game. For a martial artist character, it's a [s]cool[/s] slick move, but if every character in the game can do it, it quickly becomes lame. To me, that sounds like a maneuver you probably want to cover with a stunt mechanic [i]until[/i] you get around to presenting [i]detailed and comprehensive[/i] unarmed combat rules. Just my two cents. [/QUOTE]
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A worry about "special case monster abilities"
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