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General Tabletop Discussion
*Pathfinder & Starfinder
Delaying, and effects that end on your enemy's turn
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<blockquote data-quote="FurryFighter" data-source="post: 4922570" data-attributes="member: 85087"><p>It might be helpful if anyone's played tactical RPGs via consoles or computers before. It runs very similar.</p><p></p><p>Initiatives:</p><p>Monster A = 19</p><p>PC A = 16</p><p></p><p>If the PC is blinded until the end of the monsters turn, the PC could simply delay until the monsters turn come and goes, thus allowing the effect to end.</p><p></p><p>Final fantasy tactics has the same battle function. There is a wait command which allows you to wait for half the time, effectively putting your initiative half a round behind, but waiting is still an action, and as such burns off one more tick of negative status, whatever that may be.</p><p></p><p>However, if you choose to wait like this, you're choosing to do nothing until the effect wears off, whereas if you chose to do something, you would have a chance to do something useful.</p><p></p><p>Me personally, I would choose to move away from the monsters (like in FFT) while under a negative status effect like blind, until it wears off.</p><p></p><p>Whether its your turn end or the monster's should make no difference. You can choose to wait until the monster's turn ends. The rules do not say that you have to act while under negative status effect, until the monster ends their turn and the negative effect ends. It just doesnt make sense that a negative status effect:</p><p></p><p>A. causes your PC to be obliged to react in an unintelligent manner.</p><p>B. wont end when it says it ends, if the PC chooses to wait and drop their initiative to the point that they "lap" the monster so it can go and end its turn, which removes the neg aff.</p><p></p><p>part of the beauty in TRPGs on game systems is that the comp keeps track of all these numbers of initiative and ticks and endings of status affects, so it actually shows the player when it will occur, and the player can use actual tactics like waiting to the best use of that ability. Otherwise its a rules lawyering problem, with only pen and paper to track. The other option is for a player to actually keep 100% accurate track of status effects and durations, so that they can show the DM they're wrong when ruling against them. </p><p></p><p>A game is only fun when the DM is fair, like it says to be fair in the DM manual. If thats the "house rule" the DM wants to use, I'd be looking around for another group in the meantime.</p></blockquote><p></p>
[QUOTE="FurryFighter, post: 4922570, member: 85087"] It might be helpful if anyone's played tactical RPGs via consoles or computers before. It runs very similar. Initiatives: Monster A = 19 PC A = 16 If the PC is blinded until the end of the monsters turn, the PC could simply delay until the monsters turn come and goes, thus allowing the effect to end. Final fantasy tactics has the same battle function. There is a wait command which allows you to wait for half the time, effectively putting your initiative half a round behind, but waiting is still an action, and as such burns off one more tick of negative status, whatever that may be. However, if you choose to wait like this, you're choosing to do nothing until the effect wears off, whereas if you chose to do something, you would have a chance to do something useful. Me personally, I would choose to move away from the monsters (like in FFT) while under a negative status effect like blind, until it wears off. Whether its your turn end or the monster's should make no difference. You can choose to wait until the monster's turn ends. The rules do not say that you have to act while under negative status effect, until the monster ends their turn and the negative effect ends. It just doesnt make sense that a negative status effect: A. causes your PC to be obliged to react in an unintelligent manner. B. wont end when it says it ends, if the PC chooses to wait and drop their initiative to the point that they "lap" the monster so it can go and end its turn, which removes the neg aff. part of the beauty in TRPGs on game systems is that the comp keeps track of all these numbers of initiative and ticks and endings of status affects, so it actually shows the player when it will occur, and the player can use actual tactics like waiting to the best use of that ability. Otherwise its a rules lawyering problem, with only pen and paper to track. The other option is for a player to actually keep 100% accurate track of status effects and durations, so that they can show the DM they're wrong when ruling against them. A game is only fun when the DM is fair, like it says to be fair in the DM manual. If thats the "house rule" the DM wants to use, I'd be looking around for another group in the meantime. [/QUOTE]
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Delaying, and effects that end on your enemy's turn
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