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*Pathfinder & Starfinder
"Bargaining" with players?
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<blockquote data-quote="pemerton" data-source="post: 6363258" data-attributes="member: 42582"><p>In my 4e game, those are all in the realm of p 42: Aths or Acro for the movement (fall prone and take damage if fail), forced movement to bump the death knight, an improvised attack with the spike, Acro for the Fireball bead.</p><p></p><p>Examples I can think of from play are using a flask of wrestling oil to increase forced movement on a stone golem so it would slide into a wall of fire; using Thunderwave to blast a demon through the side of a timber house; using a statue of the Summer Queen to dispel a black dragon's sphere of darkness; etc.</p><p></p><p>In 4e, it requires an intuitive balancing of action economy and effects. In 5e, I'm not sure how to handle this stuff only because I don't have the same intuitions for action economy, damage and effects.</p><p></p><p>That one is tricker because it breaks the action economy.</p><p></p><p>That said, we do that in my game from time to time: when the <a href="http://www.enworld.org/forum/showthread.php?355600-Session-report-(Apect-of)-Vecna-defeated-demon-bargained-with" target="_blank">Vecna got inadvertantly pushed over the side of an earthmote</a>, the paladin went after him "doing a Gandalf" and we allowed a free basic attack.</p><p></p><p>For the desperate cleric trick in our game, the players would probably try and weave a hp-boosting effect into the ritual (eg use Healing Torch or Battle Cry to power the ritual, with the healing side-effect helping the rogue).</p><p></p><p>Given all of the above, I doubt I'm as freeform as Rob Heinsoo. (Not that I feel any shame in being a weaker GM than him!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6363258, member: 42582"] In my 4e game, those are all in the realm of p 42: Aths or Acro for the movement (fall prone and take damage if fail), forced movement to bump the death knight, an improvised attack with the spike, Acro for the Fireball bead. Examples I can think of from play are using a flask of wrestling oil to increase forced movement on a stone golem so it would slide into a wall of fire; using Thunderwave to blast a demon through the side of a timber house; using a statue of the Summer Queen to dispel a black dragon's sphere of darkness; etc. In 4e, it requires an intuitive balancing of action economy and effects. In 5e, I'm not sure how to handle this stuff only because I don't have the same intuitions for action economy, damage and effects. That one is tricker because it breaks the action economy. That said, we do that in my game from time to time: when the [url=http://www.enworld.org/forum/showthread.php?355600-Session-report-(Apect-of)-Vecna-defeated-demon-bargained-with]Vecna got inadvertantly pushed over the side of an earthmote[/url], the paladin went after him "doing a Gandalf" and we allowed a free basic attack. For the desperate cleric trick in our game, the players would probably try and weave a hp-boosting effect into the ritual (eg use Healing Torch or Battle Cry to power the ritual, with the healing side-effect helping the rogue). Given all of the above, I doubt I'm as freeform as Rob Heinsoo. (Not that I feel any shame in being a weaker GM than him!) [/QUOTE]
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