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*Pathfinder & Starfinder
An enrage like ability
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<blockquote data-quote="Amaroq" data-source="post: 5182172" data-attributes="member: 15470"><p>Echoed.</p><p></p><p>Whenever I've played, or had a player I'm DM'ing play, a character with a "dark side" or "undiscovered powers", we've always taken the "put the reigns in the <strong>player's</strong> hands" approach; the DM should never "run" a PC. </p><p></p><p>That said, back in 1e, we had great fun with a party barbarian whose "rage" abilities didn't stop until he was knocked unconscious, and demanded that he attack someone, anyone, while enraged. So, if he raged, the entire party was committed to a fight because he couldn't retreat; he would role-play the character as much less tactically savvy while raging; and, when the last bad guy fell, he'd turn on the party in full barbarian glory, and we'd play out knocking him unconscious (while he did his best to kill us). </p><p></p><p>We were teenagers then, and I doubt that even a once-a-day PvP scenario would entertain us nowadays, but your group might enjoy it. </p><p></p><p>dvvega's advice about running it as a skill challenge strikes me as more in tune with the way 4e is designed; I can imagine that being fun if done well: e.g., players describing trying to subdue with Athletics, keep her pinned with Endurance, talk her down with Diplomacy, etc. </p><p></p><p>Off the top of my head, you might need, say, 6 moderate successes or 4 hard successes to subdue her, while each "failure" consumes a healing surge from somebody in the party (possibly even the berserker). Not acting constitutes an automatic failure; the berserker gets a very difficult Insight check every round as some part of her tries to calm herself.</p><p></p><p>As others have noted, I'd rather apply it as modifiers than as ability score updates; if you do prefer the ability score version, I like the "two character sheets" concept as a way to pre-prep rather than recalculate on the fly.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5182172, member: 15470"] Echoed. Whenever I've played, or had a player I'm DM'ing play, a character with a "dark side" or "undiscovered powers", we've always taken the "put the reigns in the [b]player's[/b] hands" approach; the DM should never "run" a PC. That said, back in 1e, we had great fun with a party barbarian whose "rage" abilities didn't stop until he was knocked unconscious, and demanded that he attack someone, anyone, while enraged. So, if he raged, the entire party was committed to a fight because he couldn't retreat; he would role-play the character as much less tactically savvy while raging; and, when the last bad guy fell, he'd turn on the party in full barbarian glory, and we'd play out knocking him unconscious (while he did his best to kill us). We were teenagers then, and I doubt that even a once-a-day PvP scenario would entertain us nowadays, but your group might enjoy it. dvvega's advice about running it as a skill challenge strikes me as more in tune with the way 4e is designed; I can imagine that being fun if done well: e.g., players describing trying to subdue with Athletics, keep her pinned with Endurance, talk her down with Diplomacy, etc. Off the top of my head, you might need, say, 6 moderate successes or 4 hard successes to subdue her, while each "failure" consumes a healing surge from somebody in the party (possibly even the berserker). Not acting constitutes an automatic failure; the berserker gets a very difficult Insight check every round as some part of her tries to calm herself. As others have noted, I'd rather apply it as modifiers than as ability score updates; if you do prefer the ability score version, I like the "two character sheets" concept as a way to pre-prep rather than recalculate on the fly. [/QUOTE]
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An enrage like ability
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