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General Tabletop Discussion
*Pathfinder & Starfinder
BD&D Missile / Magic / Melee Phases clarification?
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<blockquote data-quote="howandwhy99" data-source="post: 6273538" data-attributes="member: 3192"><p>I'm guessing it's largely due to action times and how melee attacking works. Lengths of actions is part of the reason why missile attackers can possibly attack twice in a combat round. </p><p></p><p>Melee actions are considered occurring for the whole length of time two opponents are within melee weapon reach of each other. I mean, if standard defenses aren't dropped for whatever the reason. </p><p></p><p>This goes even for spellcasters and missile attackers. If closed to melee range, their standard ACs are dependent upon them actively defending. That means dodge, parry, feint, and so on with whatever means they have available to them. If they are in melee and cast a spell or fire a missile, then they drop their melee defenses and the attacker gets to roll To Hit immediately. This isn't a d20 AoO, but the action their opponent's been doing all along. IOW the opponent's melee action is resolved immediately against a lower AC. </p><p></p><p>The trick with initiative is, you can delay until your opponent goes or the round is over. If the melee combatant in the example above had already made his To Hit roll for the round, against anyone, any opponent in melee with him could drop their defenses for the rest of the round without worry.</p><p></p><p>AoO's don't allow multiple attacks. They are possibilities, openings if you will, to land a blow early in the round. </p><p></p><p>Anyways, all this matters if you're a spell caster or missile attacker and get into melee. Melees are resolved last in the combat round so the other two don't get "free" attacks in melees. They must face AoOs which could cause them to misfire or miscast unless they delay. If they fire or cast earlier in the round, in the sequence you stated for when those actions are supposed to be resolved, and they are also in a melee, then they risk disruption and a nasty hit while at a lower AC.</p><p></p><p>That actually ended up sounding more complicated than I wanted it too. Does it make sense on your end?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6273538, member: 3192"] I'm guessing it's largely due to action times and how melee attacking works. Lengths of actions is part of the reason why missile attackers can possibly attack twice in a combat round. Melee actions are considered occurring for the whole length of time two opponents are within melee weapon reach of each other. I mean, if standard defenses aren't dropped for whatever the reason. This goes even for spellcasters and missile attackers. If closed to melee range, their standard ACs are dependent upon them actively defending. That means dodge, parry, feint, and so on with whatever means they have available to them. If they are in melee and cast a spell or fire a missile, then they drop their melee defenses and the attacker gets to roll To Hit immediately. This isn't a d20 AoO, but the action their opponent's been doing all along. IOW the opponent's melee action is resolved immediately against a lower AC. The trick with initiative is, you can delay until your opponent goes or the round is over. If the melee combatant in the example above had already made his To Hit roll for the round, against anyone, any opponent in melee with him could drop their defenses for the rest of the round without worry. AoO's don't allow multiple attacks. They are possibilities, openings if you will, to land a blow early in the round. Anyways, all this matters if you're a spell caster or missile attacker and get into melee. Melees are resolved last in the combat round so the other two don't get "free" attacks in melees. They must face AoOs which could cause them to misfire or miscast unless they delay. If they fire or cast earlier in the round, in the sequence you stated for when those actions are supposed to be resolved, and they are also in a melee, then they risk disruption and a nasty hit while at a lower AC. That actually ended up sounding more complicated than I wanted it too. Does it make sense on your end? [/QUOTE]
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BD&D Missile / Magic / Melee Phases clarification?
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