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General Tabletop Discussion
*Pathfinder & Starfinder
Classes: Combat versus Noncombat Abilities
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<blockquote data-quote="Ahnehnois" data-source="post: 5778633" data-attributes="member: 17106"><p>That's a good point, but it doesn't really suggest that combat and noncombat mechanics should be more separate, just that they should be more flexible.</p><p></p><p>I think drawing a line between "combat" and "noncombat" is an artificial, metagame distinction. If you're fighting on the proverbial dramatic ledge, Balance sudenly becomes a combat skill. Bluff is or is not a combat skill depending on whether you're feinting. If you're trying to shoot a flaming arrow to light an emergency beacon on fire, your ranged attack bonus is a noncombat ability. If you're stuck out in the cold, your fort save is a noncombat statistic. The distinctions are equally fuzzy with spells.</p><p></p><p>If anything, I'd like to see more similarity in how combat and noncombat mechanics are constructed, and more connections between them (especially for roguish types). It makes the game easier to learn and fairer, and allows for more diverse characters.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5778633, member: 17106"] That's a good point, but it doesn't really suggest that combat and noncombat mechanics should be more separate, just that they should be more flexible. I think drawing a line between "combat" and "noncombat" is an artificial, metagame distinction. If you're fighting on the proverbial dramatic ledge, Balance sudenly becomes a combat skill. Bluff is or is not a combat skill depending on whether you're feinting. If you're trying to shoot a flaming arrow to light an emergency beacon on fire, your ranged attack bonus is a noncombat ability. If you're stuck out in the cold, your fort save is a noncombat statistic. The distinctions are equally fuzzy with spells. If anything, I'd like to see more similarity in how combat and noncombat mechanics are constructed, and more connections between them (especially for roguish types). It makes the game easier to learn and fairer, and allows for more diverse characters. [/QUOTE]
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Classes: Combat versus Noncombat Abilities
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