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Core requirements of a good party-based fantasy RPG
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<blockquote data-quote="billd91" data-source="post: 8056136" data-attributes="member: 3400"><p>It will almost certainly slow combat down, at least from an administrative perspective, that's part of the trade-off of potentially involving the rest of the table. Giving more people input will increase the time.</p><p>But something like this could draw on multiple traditions - use of a reaction as in various editions of D&D plus teamwork options akin to PF1's teamwork feats. This could also help fulfill criteria #3 - giving the players more options for character development. Part of the problem with PF1's teamwork feats was the expense of multiple characters taking the feat and then concocting the conditions to use them in combat - giving out more chances to take them and use them unilaterally as reactions, even if for smaller benefit, reduces their cost and, hopefully, increases their use.</p></blockquote><p></p>
[QUOTE="billd91, post: 8056136, member: 3400"] It will almost certainly slow combat down, at least from an administrative perspective, that's part of the trade-off of potentially involving the rest of the table. Giving more people input will increase the time. But something like this could draw on multiple traditions - use of a reaction as in various editions of D&D plus teamwork options akin to PF1's teamwork feats. This could also help fulfill criteria #3 - giving the players more options for character development. Part of the problem with PF1's teamwork feats was the expense of multiple characters taking the feat and then concocting the conditions to use them in combat - giving out more chances to take them and use them unilaterally as reactions, even if for smaller benefit, reduces their cost and, hopefully, increases their use. [/QUOTE]
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Core requirements of a good party-based fantasy RPG
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