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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: 6078001" data-attributes="member: 6681948"><p>So you're interpreting every full round action as starting on my initiative and ending a round later? That's definitely the case for a spell that takes a full round to cast - you finish casting, and the spell takes effect, 1 round later, just before your next action. It's not the case for making multiple attacks or a charge, for example, both of which are also full round actions.</p><p></p><p></p><p></p><p>Suffering an array of attacks of opportunity from my teammates, ideally Trips, Bull Rushes or other choices which halt his movement.</p><p></p><p>I clearly don't fully grasp the mechanics of your house rule. That said, they clearly permit me to manipulate my initiative order to gain the ability to take two actions in a row, between two actions of an opponent, an ability not offered anywhere by RAW, and one I perceive as having potential for abuse.</p><p></p><p></p><p></p><p>I find the characters who need to drop gear to drop down an encumbrance category aren't dropping much of combat utility. They're generally dropping travel gear (tent, cot, bedroll, food, water, cookpot, mess kit, soap, etc.) or other items that they only use out of combat. Dropping armor isn't really an option. What combat-useful items (other than, say, the wizard's "Scroll Case of Every Spell in my Spellbook x 20") get dropped in your games?</p><p></p><p>Most simplistic example - Round 1, Enemy moves at 15, I drop my extra gear (assuming that's free or swift - I'll carry it so all I have to do is open my fist!) close and attack on 14, say with a Trip *. Then I get a full round action against him (full iterative attacks, or 1 attack and back out so he has to stand up, then move, next round) on 17. Two actions in a row. </p><p></p><p>I can also multiply my ability to take actions which typically attract Attacks of Opportunity - he only gets one, absent Combat Reflexes - although that's a bit more situational. In my example, he gets his AoO on my first Trip (unlikely I'm tripping without Improved, though), then I can trip, grapple, bull rush, whatever and he can't get a second AoO. If I'm a caster, I can cast in that accelerated action round without worry about AoO or defensive casting.</p><p></p><p>* Or does a move + standard action also count as my full round so I don't move up in init yet - if not, why is Move/Standard different from Full Round Action? If so, that makes the mechanics a bigger pain, plus I have to sacrifice a move action, at least, to move up in init - do I want to lose one action to make another happen a bit sooner?</p><p></p><p></p><p></p><p>Oh, everything fits in a haversack, of course. Or they're all the spells he doesn't really need in combat. [Citing the arguments, without comment on their merits.]</p><p></p><p>It's funny how the Wizard is vastly overpowered because of those scrolls, but a sorcerer or a rogue with good UMD isn't overpowered by going out and buying the exact same scroll library (minus the spells the sorcerer has, or the rogue won't use to replace his own abilities - ie many combat spells). Sure, the wizard can scribe his own (one a day) at half price once they're in his book, but rogues and sorcerers don't need to buy spell books. And doubling a price generally cited as inconsequential hardly seems that big a deal!</p></blockquote><p></p>
[QUOTE="N'raac, post: 6078001, member: 6681948"] So you're interpreting every full round action as starting on my initiative and ending a round later? That's definitely the case for a spell that takes a full round to cast - you finish casting, and the spell takes effect, 1 round later, just before your next action. It's not the case for making multiple attacks or a charge, for example, both of which are also full round actions. Suffering an array of attacks of opportunity from my teammates, ideally Trips, Bull Rushes or other choices which halt his movement. I clearly don't fully grasp the mechanics of your house rule. That said, they clearly permit me to manipulate my initiative order to gain the ability to take two actions in a row, between two actions of an opponent, an ability not offered anywhere by RAW, and one I perceive as having potential for abuse. I find the characters who need to drop gear to drop down an encumbrance category aren't dropping much of combat utility. They're generally dropping travel gear (tent, cot, bedroll, food, water, cookpot, mess kit, soap, etc.) or other items that they only use out of combat. Dropping armor isn't really an option. What combat-useful items (other than, say, the wizard's "Scroll Case of Every Spell in my Spellbook x 20") get dropped in your games? Most simplistic example - Round 1, Enemy moves at 15, I drop my extra gear (assuming that's free or swift - I'll carry it so all I have to do is open my fist!) close and attack on 14, say with a Trip *. Then I get a full round action against him (full iterative attacks, or 1 attack and back out so he has to stand up, then move, next round) on 17. Two actions in a row. I can also multiply my ability to take actions which typically attract Attacks of Opportunity - he only gets one, absent Combat Reflexes - although that's a bit more situational. In my example, he gets his AoO on my first Trip (unlikely I'm tripping without Improved, though), then I can trip, grapple, bull rush, whatever and he can't get a second AoO. If I'm a caster, I can cast in that accelerated action round without worry about AoO or defensive casting. * Or does a move + standard action also count as my full round so I don't move up in init yet - if not, why is Move/Standard different from Full Round Action? If so, that makes the mechanics a bigger pain, plus I have to sacrifice a move action, at least, to move up in init - do I want to lose one action to make another happen a bit sooner? Oh, everything fits in a haversack, of course. Or they're all the spells he doesn't really need in combat. [Citing the arguments, without comment on their merits.] It's funny how the Wizard is vastly overpowered because of those scrolls, but a sorcerer or a rogue with good UMD isn't overpowered by going out and buying the exact same scroll library (minus the spells the sorcerer has, or the rogue won't use to replace his own abilities - ie many combat spells). Sure, the wizard can scribe his own (one a day) at half price once they're in his book, but rogues and sorcerers don't need to buy spell books. And doubling a price generally cited as inconsequential hardly seems that big a deal! [/QUOTE]
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Carrying capacity: The ruling currency?
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