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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: 6077287" data-attributes="member: 6681948"><p>I think the ability to take two actions in rapid succession (ie without the opponent having the opportunity to react to the first action before you can take the second) carries the potential to be very powerful in action. Let's powergame it (and this takes the matter to an absurd, if logical, extreme).</p><p></p><p>I'm a glass cannon. The opponent will kill my character with one blow. He's that powerful. I can do some decent damage, but I need two or three hits to really turn the tide. My teammates are tanks, and can tie the opponent down, but can't really hurt him, so they can only prolong the inevitable. My initiative is 14, including -3 from a medium load which I can eliminate by dropping a sack of rocks (carried for just such an occasion). The Big Bad's is 15.</p><p></p><p>Round 1: Init 15, Big Bad swings on one of the Tanks</p><p>Round 1: Init 14: drop sack of rocks; charge the Big Bad (since my bag of rocks is more than one move action away)</p><p>Round 2: Init 17; withdraw and pick up big bag of rocks</p><p>Round 2: Init 15: Big Bad can swing on one of my teammates, chase after me (and suck up attacks of opportunity from my teammates - I won't be within a single move action, so he can't attack unless he charges), or delay/ready until I come back. From here, I either:</p><p></p><p>(a) If Big Bad keeps swinging on my teammates, drop rocks at 14 to charge, then retreat at 17 next round. Wash, rinse, repeat.</p><p>(b) If Big Bad delays, the situation has reversed - since he never acts, my teammates eventually beat him down.</p><p>(c) If Big Bad charges, all my teammates use trips, bull rushes, etc. as their AoO to slow him down - once one succeeds, they use normal melee attacks to get some extra damage in</p><p></p><p>Accessing two actions with no retaliation seems potentially powerful to me.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6077287, member: 6681948"] I think the ability to take two actions in rapid succession (ie without the opponent having the opportunity to react to the first action before you can take the second) carries the potential to be very powerful in action. Let's powergame it (and this takes the matter to an absurd, if logical, extreme). I'm a glass cannon. The opponent will kill my character with one blow. He's that powerful. I can do some decent damage, but I need two or three hits to really turn the tide. My teammates are tanks, and can tie the opponent down, but can't really hurt him, so they can only prolong the inevitable. My initiative is 14, including -3 from a medium load which I can eliminate by dropping a sack of rocks (carried for just such an occasion). The Big Bad's is 15. Round 1: Init 15, Big Bad swings on one of the Tanks Round 1: Init 14: drop sack of rocks; charge the Big Bad (since my bag of rocks is more than one move action away) Round 2: Init 17; withdraw and pick up big bag of rocks Round 2: Init 15: Big Bad can swing on one of my teammates, chase after me (and suck up attacks of opportunity from my teammates - I won't be within a single move action, so he can't attack unless he charges), or delay/ready until I come back. From here, I either: (a) If Big Bad keeps swinging on my teammates, drop rocks at 14 to charge, then retreat at 17 next round. Wash, rinse, repeat. (b) If Big Bad delays, the situation has reversed - since he never acts, my teammates eventually beat him down. (c) If Big Bad charges, all my teammates use trips, bull rushes, etc. as their AoO to slow him down - once one succeeds, they use normal melee attacks to get some extra damage in Accessing two actions with no retaliation seems potentially powerful to me. [/QUOTE]
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Carrying capacity: The ruling currency?
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