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*Pathfinder & Starfinder
Anyone else not feel "the grind"
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<blockquote data-quote="Dan'L" data-source="post: 4758181" data-attributes="member: 68954"><p>Not in my experience. In my experience, at my gaming tables, the players who complain the most about lack of choices are also the ones who get into a grindy thought-lock when it comes to taking their turn in combat. It's not that they aren't intelligent or tactical, and I do not mean to imply so; it's not a question of capability. What I'm referring to is that the same frame of mind that leans towards having an option for everything quite often leads to a frame of mind that wants to weigh over Every. Single. Option. At. Your. Disposal in combat in order to make sure you're using "the right one." And meanwhile, the rest of the players are counting the cracks in the ceiling.</p><p></p><p>Obviously, YMMV.</p><p></p><p></p><p></p><p>I didn't say that there was anything wrong with it. (Although I'd turn it around and ask "what's wrong with the story sometimes NOT being about your character?" Sometimes you have to let one of the other characters have the answer to the problem.) </p><p></p><p>My point was that sometimes, possibly oftentimes, a player only has a single choice because he built his character that way. That when you try to make a limited number of options cover all the bases, at any one time you may only have a single option to use because all else is so situational and don't mesh well with each other.</p><p></p><p>That's not really a fault of the system providing enough choices, it's a problem of wanting your choices to cover EVERYTHING. I find that when I focus my characters into doing only a couple of things really well, rather than everything *enh*, that I actually find that I have more choices at any given time in combat that work to do the job that my character should be doing. By not trying to fulfill every role, I fill one better and have much more fun with it.</p><p></p><p></p><p></p><p>It doesn't seem like this is what you have been asking for, though. Do you want _a_ "good tactical choice for any situation?" or do you want _several_? You seem to be saying "several." Personally, I have found that even at first level I'm seldom left wanting for a good choice when I've focused my character on its job, whatever that might be, and let the other PCs fill in where I cannot.</p><p></p><p></p><p></p><p>Well, I happy that it works for you then. Big system-changing house rules give me a headache, and this one in particular seems more guilty of "power creep" playing than anything out of Martial Power or PHB2.</p><p></p><p>-Dan'L</p></blockquote><p></p>
[QUOTE="Dan'L, post: 4758181, member: 68954"] Not in my experience. In my experience, at my gaming tables, the players who complain the most about lack of choices are also the ones who get into a grindy thought-lock when it comes to taking their turn in combat. It's not that they aren't intelligent or tactical, and I do not mean to imply so; it's not a question of capability. What I'm referring to is that the same frame of mind that leans towards having an option for everything quite often leads to a frame of mind that wants to weigh over Every. Single. Option. At. Your. Disposal in combat in order to make sure you're using "the right one." And meanwhile, the rest of the players are counting the cracks in the ceiling. Obviously, YMMV. I didn't say that there was anything wrong with it. (Although I'd turn it around and ask "what's wrong with the story sometimes NOT being about your character?" Sometimes you have to let one of the other characters have the answer to the problem.) My point was that sometimes, possibly oftentimes, a player only has a single choice because he built his character that way. That when you try to make a limited number of options cover all the bases, at any one time you may only have a single option to use because all else is so situational and don't mesh well with each other. That's not really a fault of the system providing enough choices, it's a problem of wanting your choices to cover EVERYTHING. I find that when I focus my characters into doing only a couple of things really well, rather than everything *enh*, that I actually find that I have more choices at any given time in combat that work to do the job that my character should be doing. By not trying to fulfill every role, I fill one better and have much more fun with it. It doesn't seem like this is what you have been asking for, though. Do you want _a_ "good tactical choice for any situation?" or do you want _several_? You seem to be saying "several." Personally, I have found that even at first level I'm seldom left wanting for a good choice when I've focused my character on its job, whatever that might be, and let the other PCs fill in where I cannot. Well, I happy that it works for you then. Big system-changing house rules give me a headache, and this one in particular seems more guilty of "power creep" playing than anything out of Martial Power or PHB2. -Dan'L [/QUOTE]
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