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General Tabletop Discussion
*Pathfinder & Starfinder
Combat very swingy
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<blockquote data-quote="burntgerbil" data-source="post: 4448565" data-attributes="member: 49839"><p>My group began playing like the day after we all got the rules. One of the other players began a side game a few weeks ago - and the characters we built then were Vastly better. I had switched from a non-effective dwarf warlock (+5 to hit@ 1st lvl) to Halfling rogue (+9 to hit Ref@1st) and it seems like I was guaranteed damage for the party every round. This really seemed to help with morale when the fighter was missing but still helping me get the flank. This changed their tactics and eventually my fighter partner told me that it was the first time in a while that he felt like the action in combat was dramatic and exciting - his contributions were now more than a sword swing or two a round. </p><p></p><p>I think That morale of the players has something to do with it also - Even if you won't always hit, you can try to hit and cooperate to help your allies do so. It was in our first game that the party strung together 2 back to back rounds of 5 pc's missing that things were not fun. Now the group knows that I will probably hit - and this usually keeps spirits up - even when the dice are down.</p></blockquote><p></p>
[QUOTE="burntgerbil, post: 4448565, member: 49839"] My group began playing like the day after we all got the rules. One of the other players began a side game a few weeks ago - and the characters we built then were Vastly better. I had switched from a non-effective dwarf warlock (+5 to hit@ 1st lvl) to Halfling rogue (+9 to hit Ref@1st) and it seems like I was guaranteed damage for the party every round. This really seemed to help with morale when the fighter was missing but still helping me get the flank. This changed their tactics and eventually my fighter partner told me that it was the first time in a while that he felt like the action in combat was dramatic and exciting - his contributions were now more than a sword swing or two a round. I think That morale of the players has something to do with it also - Even if you won't always hit, you can try to hit and cooperate to help your allies do so. It was in our first game that the party strung together 2 back to back rounds of 5 pc's missing that things were not fun. Now the group knows that I will probably hit - and this usually keeps spirits up - even when the dice are down. [/QUOTE]
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