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General Tabletop Discussion
*Pathfinder & Starfinder
A worry about "special case monster abilities"
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<blockquote data-quote="jaer" data-source="post: 4039574" data-attributes="member: 57861"><p>I more take it as</p><p></p><p> - Every character will have lots of powers, abilities, and feats to pick from, coming from class and race.</p><p></p><p> - Having all of these abilities will give you a number of options to do every round of combat. You will have a decent number of choices, but not too many to be overwhelming (hopefully).</p><p></p><p> - All other general maneuvers will be trimmed down to make them easy and uncluttery as possible to keep the game moving smoothly.</p><p></p><p>In essence, you are responsible for knowing exactly what your character's chosen abilities are and what he can do each round. Write it down on your sheet to help remind you, but you won't need to look in the book. Lots more powers and options, but if the player is keeping track of their own stuff, it will flow smoothly.</p><p></p><p>All other modifiers and actions will be simplified so that they are easy to remember and easy to handle in combat; no one needs to have "disarm" and "trip" rules on their character sheet, and no more slogging through the PH1 when the wizard gets grappled because it is easily handled.</p><p></p><p>So when Mearl says that these martial actions will come out in later books, I still don't think any character but those who have chosen the ability or feats to use moves like Meat Shield will need to worry about how to use it. Basic grapple will still be easily resolved as per the PH1. More difficult abilities will need to be tracked by the player that can use them, and will not be part of the main grapple rules.</p><p></p><p>General rules and maneuvers: keep it simple (even more so than 3e).</p><p></p><p>Character specific rules: only one person needs to understand and track these.</p></blockquote><p></p>
[QUOTE="jaer, post: 4039574, member: 57861"] I more take it as - Every character will have lots of powers, abilities, and feats to pick from, coming from class and race. - Having all of these abilities will give you a number of options to do every round of combat. You will have a decent number of choices, but not too many to be overwhelming (hopefully). - All other general maneuvers will be trimmed down to make them easy and uncluttery as possible to keep the game moving smoothly. In essence, you are responsible for knowing exactly what your character's chosen abilities are and what he can do each round. Write it down on your sheet to help remind you, but you won't need to look in the book. Lots more powers and options, but if the player is keeping track of their own stuff, it will flow smoothly. All other modifiers and actions will be simplified so that they are easy to remember and easy to handle in combat; no one needs to have "disarm" and "trip" rules on their character sheet, and no more slogging through the PH1 when the wizard gets grappled because it is easily handled. So when Mearl says that these martial actions will come out in later books, I still don't think any character but those who have chosen the ability or feats to use moves like Meat Shield will need to worry about how to use it. Basic grapple will still be easily resolved as per the PH1. More difficult abilities will need to be tracked by the player that can use them, and will not be part of the main grapple rules. General rules and maneuvers: keep it simple (even more so than 3e). Character specific rules: only one person needs to understand and track these. [/QUOTE]
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A worry about "special case monster abilities"
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