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General Tabletop Discussion
*Pathfinder & Starfinder
A worry about "special case monster abilities"
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<blockquote data-quote="Benimoto" data-source="post: 4039067" data-attributes="member: 40093"><p>Well, and as I see it, and as Mearls pretty much outright stated is that they're trying to keep the game moving by keeping options down. A situation I saw fairly often playing 3.5 is when even an experienced player gets into a situation that uncommon for him, and then has to carefully learn about and explore every choice, so that his turn takes like 20 minutes.</p><p></p><p>To keep it relevant, let's say a player plays a character that normally stays in the back but suddenly gets into a grapple. The player would look around lost, and ask "hey, all you grapple-monkeys, what are the rules here?" Then we get like a 5 minute period of everybody trying to explain that he can escape, attempt a pin, attempt to damage, attack with a light weapon, draw a light weapon, use a wand, use a spell with no somatic components, etc., all of which have different rules.</p><p></p><p>So, in 4th edition I can see that they would want to cut down on the amount of options that a random inexperienced player would have, just so that it's easier. Not add even more options.</p><p></p><p>So, the approach that some sort of human shield maneuver would be a special attack or ability makes sense to me. And it also makes sense to me that such a maneuver wouldn't be in the PHB 1. After all, that's supposed to focus on the classic swords and sorcery stuff, like wizards and fighters. I think the designers made a choice to keep a lot of the martial-arts type stuff out of the first PHB, and this is partly a consequence of that decision.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4039067, member: 40093"] Well, and as I see it, and as Mearls pretty much outright stated is that they're trying to keep the game moving by keeping options down. A situation I saw fairly often playing 3.5 is when even an experienced player gets into a situation that uncommon for him, and then has to carefully learn about and explore every choice, so that his turn takes like 20 minutes. To keep it relevant, let's say a player plays a character that normally stays in the back but suddenly gets into a grapple. The player would look around lost, and ask "hey, all you grapple-monkeys, what are the rules here?" Then we get like a 5 minute period of everybody trying to explain that he can escape, attempt a pin, attempt to damage, attack with a light weapon, draw a light weapon, use a wand, use a spell with no somatic components, etc., all of which have different rules. So, in 4th edition I can see that they would want to cut down on the amount of options that a random inexperienced player would have, just so that it's easier. Not add even more options. So, the approach that some sort of human shield maneuver would be a special attack or ability makes sense to me. And it also makes sense to me that such a maneuver wouldn't be in the PHB 1. After all, that's supposed to focus on the classic swords and sorcery stuff, like wizards and fighters. I think the designers made a choice to keep a lot of the martial-arts type stuff out of the first PHB, and this is partly a consequence of that decision. [/QUOTE]
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A worry about "special case monster abilities"
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