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General Tabletop Discussion
*Pathfinder & Starfinder
Cheating, Action Points, and Second Wind
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<blockquote data-quote="Benimoto" data-source="post: 3980951" data-attributes="member: 40093"><p>Even as a DM who rolls all dice in the open, I feel the need to "cheat" from time to time. Recently, I allowed a villain to stick around an extra round after his HP ran out, just because I felt the extra longevity added to the climactic nature of the encounter. When I create advanced monsters from the book, I occasionally add extra abilities or HP without following a strict formula for CR. (It wouldn't strictly matter anyways, since the campaign follows a formula for XP awards that doesn't depend on ELs--perhaps another form of cheating.)</p><p></p><p>As a player, I occasionally cheat, usually by making mistakes and then not reporting them later long past when the time is relevant. I sometimes see other players cheating, for example by rolling their save quietly against an effect first when it's announced, and then re-rolling when the the DM asks for their result. Or I'll see situations where the player is not playing by the rules, but may not be aware of it, such as players who take too many swift actions in a round, or incorrectly determine cover or their ability to charge.</p><p></p><p>I consider a lot of this fairly harmless, as the player or DM doesn't really have the plan of making things less fun for everyone. I do think that things like action points will reduce some parts of this casual cheating, by giving the player more control over how to respond to a threat (like a failed save) in proportion to how important it is to his character, and I like it.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 3980951, member: 40093"] Even as a DM who rolls all dice in the open, I feel the need to "cheat" from time to time. Recently, I allowed a villain to stick around an extra round after his HP ran out, just because I felt the extra longevity added to the climactic nature of the encounter. When I create advanced monsters from the book, I occasionally add extra abilities or HP without following a strict formula for CR. (It wouldn't strictly matter anyways, since the campaign follows a formula for XP awards that doesn't depend on ELs--perhaps another form of cheating.) As a player, I occasionally cheat, usually by making mistakes and then not reporting them later long past when the time is relevant. I sometimes see other players cheating, for example by rolling their save quietly against an effect first when it's announced, and then re-rolling when the the DM asks for their result. Or I'll see situations where the player is not playing by the rules, but may not be aware of it, such as players who take too many swift actions in a round, or incorrectly determine cover or their ability to charge. I consider a lot of this fairly harmless, as the player or DM doesn't really have the plan of making things less fun for everyone. I do think that things like action points will reduce some parts of this casual cheating, by giving the player more control over how to respond to a threat (like a failed save) in proportion to how important it is to his character, and I like it. [/QUOTE]
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Cheating, Action Points, and Second Wind
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