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General Tabletop Discussion
*Pathfinder & Starfinder
Considering some House Rules
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<blockquote data-quote="keterys" data-source="post: 4459928" data-attributes="member: 43019"><p>D&D4e is theoretically designed so that someone won't gimp themselves via poor math. This is an example where the way things actually work goes at odds with how a normal person would understand the situation. Think about it from a design space for a moment:</p><p></p><p>0 squares = may use any of your attacks normally</p><p>1 square = no melee options whatsoever</p><p>2 squares = may charge making a restricted attack</p><p>...</p><p>6 squares = may charge making a restricted attack</p><p>7 squares = too far, can't charge</p><p></p><p>So, it's an advantage to be closer... except at 1. 1 is bad. 1 is a dead zone. Monsters should move 1 square from dazed or prone characters, prone and push X should be reduced to 1, etc. If that's a design feature, it's really not in line with the way they've designed the rest of the system.</p><p></p><p></p><p></p><p>Amusingly, there are objections that at-wills are better than encounters and encounters are better than dailies in this same thread, so I think I'll have to go into analysis on this one more extensively when I have free time.</p><p></p><p></p><p></p><p>Fair. Honestly I'm not wicked attached to it (or really any of them), but it's one possible way to address the milestone concept (which seems to bother some people) and 5-minute day / alpha striking (which bothers some people, often different ones) so figured I'd write it down.</p></blockquote><p></p>
[QUOTE="keterys, post: 4459928, member: 43019"] D&D4e is theoretically designed so that someone won't gimp themselves via poor math. This is an example where the way things actually work goes at odds with how a normal person would understand the situation. Think about it from a design space for a moment: 0 squares = may use any of your attacks normally 1 square = no melee options whatsoever 2 squares = may charge making a restricted attack ... 6 squares = may charge making a restricted attack 7 squares = too far, can't charge So, it's an advantage to be closer... except at 1. 1 is bad. 1 is a dead zone. Monsters should move 1 square from dazed or prone characters, prone and push X should be reduced to 1, etc. If that's a design feature, it's really not in line with the way they've designed the rest of the system. Amusingly, there are objections that at-wills are better than encounters and encounters are better than dailies in this same thread, so I think I'll have to go into analysis on this one more extensively when I have free time. Fair. Honestly I'm not wicked attached to it (or really any of them), but it's one possible way to address the milestone concept (which seems to bother some people) and 5-minute day / alpha striking (which bothers some people, often different ones) so figured I'd write it down. [/QUOTE]
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Considering some House Rules
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