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General Tabletop Discussion
*Pathfinder & Starfinder
Cascade effect of rule changes
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<blockquote data-quote="Terramotus" data-source="post: 4059927" data-attributes="member: 7220"><p>I think the elimination of the full attack is a big one. It's one thing in Star Wars, where most weapons have static damage outputs, and the sword wielders are supposed to be a little bit better than everyone else. It's totally another when trying to adapt that to a system like D&D with all of its stacking bonuses, magic items, defensive bonuses, hit point variations, etc.</p><p></p><p>I think the simplification of many of the systems arose out of the necessity of finding out how much extra damage to have the characters do with iterative attacks. Limiting how much the damage output on a single attack can explode with optimization makes it possible to put a reasonable number there.</p><p></p><p>But it's not only that. Drastically changing the expected damage output of the fighters requires a second look at hit points, rogue sneak attacks, every single spell that does damage, monsters and any abilities that summon monsters... it's a lot of work. I'm hopeful that they've done a good job of balancing it.</p></blockquote><p></p>
[QUOTE="Terramotus, post: 4059927, member: 7220"] I think the elimination of the full attack is a big one. It's one thing in Star Wars, where most weapons have static damage outputs, and the sword wielders are supposed to be a little bit better than everyone else. It's totally another when trying to adapt that to a system like D&D with all of its stacking bonuses, magic items, defensive bonuses, hit point variations, etc. I think the simplification of many of the systems arose out of the necessity of finding out how much extra damage to have the characters do with iterative attacks. Limiting how much the damage output on a single attack can explode with optimization makes it possible to put a reasonable number there. But it's not only that. Drastically changing the expected damage output of the fighters requires a second look at hit points, rogue sneak attacks, every single spell that does damage, monsters and any abilities that summon monsters... it's a lot of work. I'm hopeful that they've done a good job of balancing it. [/QUOTE]
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