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General Tabletop Discussion
*Pathfinder & Starfinder
Carrying capacity: The ruling currency?
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<blockquote data-quote="N'raac" data-source="post: 6076690" data-attributes="member: 6681948"><p>The aspect I see as potentially tactically beneficial is the ability to take two actions between two of your opponent's actions, leaving him no opportunity to react to the first. Things that continue "to the start of the opponent's next action" don't require teamwork, since I can act again before his next action.</p><p></p><p>How often that would be an issue is a different question, of course. As a simple example, if I can Trip the target on my action at INIT 5 (drop the sack, then trip), I can follow up with a full attack action on my new INIT 11 before he has the opportunity to do anything about his Prone state.</p><p></p><p>Similarly, if I roll the 11 to begin with, and I can delay until 9 so he moves at 10, I can now act again at 11, before he gets an opportunity to respond to my last move. This is, to me, why delay resets your initiative.</p><p></p><p></p><p></p><p>Contrary to your comment, Delay can allow me to move early in the next round rather than late on this one. However, my initiative number does not reset to my roll after I take my delayed action. It becomes the number on which I chose to act. So, in my example, I could delay from 11 to 5 (or from 11 this round and act at Init 175 on the next round), but my new init would be 5 (or 175) and the target would have an action before I get my next action.</p><p></p><p>Your encumbrance structure seems to allow the character to take his next action less than a full round after his previous action, something not possible under the RAW. Hence my confusion.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6076690, member: 6681948"] The aspect I see as potentially tactically beneficial is the ability to take two actions between two of your opponent's actions, leaving him no opportunity to react to the first. Things that continue "to the start of the opponent's next action" don't require teamwork, since I can act again before his next action. How often that would be an issue is a different question, of course. As a simple example, if I can Trip the target on my action at INIT 5 (drop the sack, then trip), I can follow up with a full attack action on my new INIT 11 before he has the opportunity to do anything about his Prone state. Similarly, if I roll the 11 to begin with, and I can delay until 9 so he moves at 10, I can now act again at 11, before he gets an opportunity to respond to my last move. This is, to me, why delay resets your initiative. Contrary to your comment, Delay can allow me to move early in the next round rather than late on this one. However, my initiative number does not reset to my roll after I take my delayed action. It becomes the number on which I chose to act. So, in my example, I could delay from 11 to 5 (or from 11 this round and act at Init 175 on the next round), but my new init would be 5 (or 175) and the target would have an action before I get my next action. Your encumbrance structure seems to allow the character to take his next action less than a full round after his previous action, something not possible under the RAW. Hence my confusion. [/QUOTE]
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Carrying capacity: The ruling currency?
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