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General Tabletop Discussion
*Pathfinder & Starfinder
Balancing (Save Ends) with UENT
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<blockquote data-quote="eamon" data-source="post: 5555903" data-attributes="member: 51942"><p>Changing the schedule makes things more complicated. UENT is fairly easy to track, as is save ends - but save ends on the attackers turn is not, even though it's more reasonable.</p><p></p><p>One thing we do, which makes save-ends effects nastier, is allow overlapping effects (i.e. two identical effects don't stack, but you do need to save twice). This is reasonable from the perspective that the duration of two non-stacking effects overlaps: you are affected until the longer duration ends. If both effects are save-ends, then the longer duration is the effect you save against last. In effect we simply scrap the rule that identical effects never require multiple saves.</p><p></p><p>This has a few subtle tactical consequences which are actually quite nice. Consider an effect that lasts UENT, e.g. dazed. Now, if (later in the initiative order but before the end of that effect) another creature can make an attack that imposes dazed UENT, the attacker has a choice: he can attack the same creature, but in doing so wastes part of the attack; the durations overlap, so he won't be imposing a full round of extra duration, just a partial round. Similarly, if a victim of such an effect chooses to charge past enemies (provoking OA's that impose the effect), there is some risk - it's not the "full" risk because durations overlap but don't stack, but <em>some</em> risk. On the other hand, by RAW, save-ends effects never stack and their duration doesn't even overlap either! So that means it's completely useless to affect a creature already affected. Quixotically, for the victim it means he's got temporary immunity: he can try to draw lots of fire or OA's or whatever imposes those conditions without worrying about the consequences, since there will be none. Removing the rule that a save-ends effect has no effect if the target is already affected removes this oddity: each additional save-ends effect is less powerful than the previous, but the risk is never quite zero.</p><p></p><p>And in general, I love house rules that actually <em>remove</em> or simplify the base rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />.</p><p></p><p>One drawback, which isn't very serious if you use tokens to track conditions is that there will be more conditions in play, and without tokens things can get confusing.</p></blockquote><p></p>
[QUOTE="eamon, post: 5555903, member: 51942"] Changing the schedule makes things more complicated. UENT is fairly easy to track, as is save ends - but save ends on the attackers turn is not, even though it's more reasonable. One thing we do, which makes save-ends effects nastier, is allow overlapping effects (i.e. two identical effects don't stack, but you do need to save twice). This is reasonable from the perspective that the duration of two non-stacking effects overlaps: you are affected until the longer duration ends. If both effects are save-ends, then the longer duration is the effect you save against last. In effect we simply scrap the rule that identical effects never require multiple saves. This has a few subtle tactical consequences which are actually quite nice. Consider an effect that lasts UENT, e.g. dazed. Now, if (later in the initiative order but before the end of that effect) another creature can make an attack that imposes dazed UENT, the attacker has a choice: he can attack the same creature, but in doing so wastes part of the attack; the durations overlap, so he won't be imposing a full round of extra duration, just a partial round. Similarly, if a victim of such an effect chooses to charge past enemies (provoking OA's that impose the effect), there is some risk - it's not the "full" risk because durations overlap but don't stack, but [I]some[/I] risk. On the other hand, by RAW, save-ends effects never stack and their duration doesn't even overlap either! So that means it's completely useless to affect a creature already affected. Quixotically, for the victim it means he's got temporary immunity: he can try to draw lots of fire or OA's or whatever imposes those conditions without worrying about the consequences, since there will be none. Removing the rule that a save-ends effect has no effect if the target is already affected removes this oddity: each additional save-ends effect is less powerful than the previous, but the risk is never quite zero. And in general, I love house rules that actually [I]remove[/I] or simplify the base rules :-). One drawback, which isn't very serious if you use tokens to track conditions is that there will be more conditions in play, and without tokens things can get confusing. [/QUOTE]
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Balancing (Save Ends) with UENT
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