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*Pathfinder & Starfinder
Balancing (Save Ends) with UENT
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<blockquote data-quote="C4" data-source="post: 5556533" data-attributes="member: 93857"><p>My gut reaction is to <em>love</em> this idea! I may have to steal this one, but just to play devil's advocate: overlapping Slow or Daze effects aren't so bad, but have you ever had overlapping Stun or Dominate effects in your game?</p><p></p><p>I suspect that the non-overlapping rule was written to prevent players (and killer DMs) from piling the <em>really</em> nasty conditions onto one target. (I'm thinking especially about elites and solos here.)</p><p></p><p>That's a good question. I suspect (save ends) would still kinda suck, comparatively, in the presence a dedicated save-granting leader and/or high levels. Hm, the second idea of your post is looking interesting right now: <em>any</em> condition can be ended with a save. In other words, UENT conditions would operate as per RAW except that bonus saves could potentially end them.</p><p></p><p>Assuming UENT and (save ends) are on the same inflictor's-turn schedule, it'd make (save ends) clearly superior to UENT, it'd make bonus saves more valuable, and most excitingly...</p><p></p><p>...It'd create a simple way for elites, solos and wardens* to escape <em>any</em> condition early. All you'd have to do is give elites and solos a few bonus saves at the beginning of their turn (say, 2 or 5 respectively). Getting locked down with lots of conditions, particularly UENT conditions, has been a perennial problem for boss monsters and a few bonus start-of-turn saves could be a great fix.</p><p></p><p>*Although I don't think the warden <em>needs</em> the potential to end any condition at the start of his turn, ending a condition early <em>is</em> the purpose of his bonus save. The fact that by RAW he can't end a 'lesser' condition is weird, and I don't think that letting him do so is overpowering.</p><p></p><p>I believe there's some clause that prevents permanent conditions by delaying.</p></blockquote><p></p>
[QUOTE="C4, post: 5556533, member: 93857"] My gut reaction is to [I]love[/I] this idea! I may have to steal this one, but just to play devil's advocate: overlapping Slow or Daze effects aren't so bad, but have you ever had overlapping Stun or Dominate effects in your game? I suspect that the non-overlapping rule was written to prevent players (and killer DMs) from piling the [I]really[/I] nasty conditions onto one target. (I'm thinking especially about elites and solos here.) That's a good question. I suspect (save ends) would still kinda suck, comparatively, in the presence a dedicated save-granting leader and/or high levels. Hm, the second idea of your post is looking interesting right now: [I]any[/I] condition can be ended with a save. In other words, UENT conditions would operate as per RAW except that bonus saves could potentially end them. Assuming UENT and (save ends) are on the same inflictor's-turn schedule, it'd make (save ends) clearly superior to UENT, it'd make bonus saves more valuable, and most excitingly... ...It'd create a simple way for elites, solos and wardens* to escape [I]any[/I] condition early. All you'd have to do is give elites and solos a few bonus saves at the beginning of their turn (say, 2 or 5 respectively). Getting locked down with lots of conditions, particularly UENT conditions, has been a perennial problem for boss monsters and a few bonus start-of-turn saves could be a great fix. *Although I don't think the warden [I]needs[/I] the potential to end any condition at the start of his turn, ending a condition early [I]is[/I] the purpose of his bonus save. The fact that by RAW he can't end a 'lesser' condition is weird, and I don't think that letting him do so is overpowering. I believe there's some clause that prevents permanent conditions by delaying. [/QUOTE]
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Balancing (Save Ends) with UENT
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