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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A worry about "special case monster abilities"
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<blockquote data-quote="jaer" data-source="post: 4040773" data-attributes="member: 57861"><p>If I may, I don't see this as a paradox because I am infering this to mean:</p><p></p><p>1) We are reducing the "rule bloating" by cutting down on the number of potential options in a general grapple. (They made the rules everyone needs to know simpler.)</p><p></p><p>2) Later on, we will be introducing rules that only specific players with certain abilities can do in a grapple. (They will inflate the rules one player needs to know or the DM needs to know to run one particular creature.)</p><p></p><p>Perhaps we will disagree on "reducing rule bloating" refering to streamlining only the basic rules, not class-specific ones, but that is what I thought Mearl was saying.</p><p></p><p>For instance, WotC said they were streamlining AoO, making them more straight forward and consistant acroos the board. However, Fighters have been described as the masters of the Opportunitist Attacks...they sound like they will be able to make a lot of them under circumstances that no other class can make them. AoO made simpler (in general), and yet there will be more rules covering them and the different situations in which they can be used (specifically for the Fighter).</p><p></p><p>I see this as the same "paradox" Mearl described with grappling.</p><p></p><p>The general rules will be very clean and simple (or, rather, that is the goal!). Class abilities might add complexity and additional options to the general rules, but only that player need to know those rules (and if no one plays that class, those rules never apply...they are, in effect, completely optional). I don't see that as being a rule bloat or a paradox.</p></blockquote><p></p>
[QUOTE="jaer, post: 4040773, member: 57861"] If I may, I don't see this as a paradox because I am infering this to mean: 1) We are reducing the "rule bloating" by cutting down on the number of potential options in a general grapple. (They made the rules everyone needs to know simpler.) 2) Later on, we will be introducing rules that only specific players with certain abilities can do in a grapple. (They will inflate the rules one player needs to know or the DM needs to know to run one particular creature.) Perhaps we will disagree on "reducing rule bloating" refering to streamlining only the basic rules, not class-specific ones, but that is what I thought Mearl was saying. For instance, WotC said they were streamlining AoO, making them more straight forward and consistant acroos the board. However, Fighters have been described as the masters of the Opportunitist Attacks...they sound like they will be able to make a lot of them under circumstances that no other class can make them. AoO made simpler (in general), and yet there will be more rules covering them and the different situations in which they can be used (specifically for the Fighter). I see this as the same "paradox" Mearl described with grappling. The general rules will be very clean and simple (or, rather, that is the goal!). Class abilities might add complexity and additional options to the general rules, but only that player need to know those rules (and if no one plays that class, those rules never apply...they are, in effect, completely optional). I don't see that as being a rule bloat or a paradox. [/QUOTE]
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A worry about "special case monster abilities"
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