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General Tabletop Discussion
*Pathfinder & Starfinder
An end to scry-buff-teleport?
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<blockquote data-quote="Hussar" data-source="post: 3879834" data-attributes="member: 22779"><p>Wow, I've had to repeat myself in three different threads now.</p><p></p><p>HP's are abstract. The fighter never had the Terasque step on his head. We know that because he got hit and didn't die. He got smacked around, but, none of the attacks were lethal. High hit points doesn't mean that you stand with your chest out Superman style bouncing bullets from the mini-gun. It means that you are just that much luckier/faster/whatever getting out of the way of stuff that would kill you outright.</p><p></p><p>The fighter who jumps off the cliff, the fighter who walks on lava, never actually does that. We know that because he survives. You are placing the narative ahead of the mechanics. The mechanics say that he crossed the lava, or fell off the cliff and survived. It's now up to you to justify that - maybe there were cool spots in the lava, maybe he hit shrubs on the way down.</p><p></p><p>But, "I swan dive off this cliff because I have enough hp's to survive it" is about as metagaming as you can get.</p><p></p><p>Just as a question though KM. Using S-B-T against the party means TPK's most of the time. It's just too easy to kill the party. So, DM's don't use it. It's a tactical nuke, like Disjunction or Sunder. Instead of simply adding in more bandaids to fix the problem, why not fix the original issue? Scry is useful. There's nothing wrong with it. Buffing is useful, there's nothing wrong with it. Teleport is useful, there's nothing wrong with it.</p><p></p><p>The problem is in the combination. So, block the combo somehow and poof, problem solved. Now, you have all three options being used, but, the trifecta suddenly doesn't make your game turn into a strange sort of Star Trek Assassins.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3879834, member: 22779"] Wow, I've had to repeat myself in three different threads now. HP's are abstract. The fighter never had the Terasque step on his head. We know that because he got hit and didn't die. He got smacked around, but, none of the attacks were lethal. High hit points doesn't mean that you stand with your chest out Superman style bouncing bullets from the mini-gun. It means that you are just that much luckier/faster/whatever getting out of the way of stuff that would kill you outright. The fighter who jumps off the cliff, the fighter who walks on lava, never actually does that. We know that because he survives. You are placing the narative ahead of the mechanics. The mechanics say that he crossed the lava, or fell off the cliff and survived. It's now up to you to justify that - maybe there were cool spots in the lava, maybe he hit shrubs on the way down. But, "I swan dive off this cliff because I have enough hp's to survive it" is about as metagaming as you can get. Just as a question though KM. Using S-B-T against the party means TPK's most of the time. It's just too easy to kill the party. So, DM's don't use it. It's a tactical nuke, like Disjunction or Sunder. Instead of simply adding in more bandaids to fix the problem, why not fix the original issue? Scry is useful. There's nothing wrong with it. Buffing is useful, there's nothing wrong with it. Teleport is useful, there's nothing wrong with it. The problem is in the combination. So, block the combo somehow and poof, problem solved. Now, you have all three options being used, but, the trifecta suddenly doesn't make your game turn into a strange sort of Star Trek Assassins. [/QUOTE]
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An end to scry-buff-teleport?
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