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*Pathfinder & Starfinder
Conditions and the Solo Monster
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<blockquote data-quote="Frostmarrow" data-source="post: 5793276" data-attributes="member: 1122"><p>The only way to defeat a monster should be to reduce it's hit points to zero. The notion that you can take a shortcut to victory is what creates these kinds of problems. It really shouldn't work.</p><p></p><p>I think the method of attack should be compared to a suitable method of defense. Such as Str vs. AC or Cha vs. Will.</p><p></p><p>An attack can also have a descriptor that hints at what happends if an attack with that descriptor reduces the victim to zero hit points.</p><p></p><p>Also it's important to understand that zero hit points doesn't necessarily mean bleeding and dying. Zero hit points simply mean that the victim is unable to continue fighting.</p><p></p><p>Lets look at a fictive example: Black Bolt of Blindness. Int vs. Dex 2d4 [blinding]. This attack can be used at a target again and again by comparing the attacker's Int with the target's Dex. Each hit reduces the target's hit points by 2d4. Once the target is reduced to zero hit points it is unable to continue fighting because it's blinded. Some monster might be immune to blindness but in that case the monster is still unable to fight on due to a lack of hit points.</p><p></p><p>What's the point of daze and slow, you might ask. It might come in handy when you wish to keep the opponent alive after it's been defeated. Moreover some conditions can be dropped from the game entirely as they no longer serve a purpose. It's not like we need the slow condition to anything but make the target easier to kill. Some conditions came about more as rules exploits than a need to simulate a slow motion effect be applied to enemies.</p><p></p><p>Also, it would be kind of cool if every defeating attack spelled out what happens to the victim. Longsword Str vs. AC 1d8 [slashing]. Yeah. Take that Black Knight. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5793276, member: 1122"] The only way to defeat a monster should be to reduce it's hit points to zero. The notion that you can take a shortcut to victory is what creates these kinds of problems. It really shouldn't work. I think the method of attack should be compared to a suitable method of defense. Such as Str vs. AC or Cha vs. Will. An attack can also have a descriptor that hints at what happends if an attack with that descriptor reduces the victim to zero hit points. Also it's important to understand that zero hit points doesn't necessarily mean bleeding and dying. Zero hit points simply mean that the victim is unable to continue fighting. Lets look at a fictive example: Black Bolt of Blindness. Int vs. Dex 2d4 [blinding]. This attack can be used at a target again and again by comparing the attacker's Int with the target's Dex. Each hit reduces the target's hit points by 2d4. Once the target is reduced to zero hit points it is unable to continue fighting because it's blinded. Some monster might be immune to blindness but in that case the monster is still unable to fight on due to a lack of hit points. What's the point of daze and slow, you might ask. It might come in handy when you wish to keep the opponent alive after it's been defeated. Moreover some conditions can be dropped from the game entirely as they no longer serve a purpose. It's not like we need the slow condition to anything but make the target easier to kill. Some conditions came about more as rules exploits than a need to simulate a slow motion effect be applied to enemies. Also, it would be kind of cool if every defeating attack spelled out what happens to the victim. Longsword Str vs. AC 1d8 [slashing]. Yeah. Take that Black Knight. :) [/QUOTE]
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