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General Tabletop Discussion
*Pathfinder & Starfinder
Ditching OA's, replace with....?
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<blockquote data-quote="I'm A Banana" data-source="post: 5663221" data-attributes="member: 2067"><p>*sigh*</p><p></p><p>First page in, and we're two useful posts and more than twice that telling me how wrong and stupid I am for my heresy against OA's. </p><p></p><p>Okay, I get it, I'm a dumb person who is stupid and dumb. Blah blah blah. Can we get past this initial revulsion to change now and get some solid look at the actual thing from a practical standpoint? Assume I am a rational and intelligent individual capable of making choices for myself about what makes my games good or bad.</p><p></p><p></p><p></p><p>Okay....how? </p><p></p><p>Monsters get to run around and do whatever they want. So do PC's. I would guess this would up flanking, which would make "striker-y" monsters who add damage with CA more powerful, and it would also do the same for rogues. But rogues get CA on a regular basis anyway, right?</p><p></p><p>So this might up some damage with a corner-case monster. Since I'm of the opinion that battles last too long in the first place, a little extra damage isn't going to turn me off....so, that's cool! </p><p></p><p>With all the running around, I would guess this also makes powers that immobilize, prone, grab, or slow even more valuable. The only way to stop or flank something might be to <em>make it stop</em>. On the other hand, shifts and forced movement become slightly less key. Difficult terrain and walls and things become more key, too, since those are the things that limit your movement. </p><p></p><p>When I look at defenders, I see Fighters relying a lot on OAs, but with the proposed fix of "Immediate Interrupt to do an MBA and, if hit, stop the action" for Combat Challenge, that gives them back a good chunk of their "stickiness" (and even enhances it a bit, since they can stop any action, not just movement). </p><p></p><p>I don't see any of these effects as particularly game-ruining...is there something I'm missing?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5663221, member: 2067"] *sigh* First page in, and we're two useful posts and more than twice that telling me how wrong and stupid I am for my heresy against OA's. Okay, I get it, I'm a dumb person who is stupid and dumb. Blah blah blah. Can we get past this initial revulsion to change now and get some solid look at the actual thing from a practical standpoint? Assume I am a rational and intelligent individual capable of making choices for myself about what makes my games good or bad. Okay....how? Monsters get to run around and do whatever they want. So do PC's. I would guess this would up flanking, which would make "striker-y" monsters who add damage with CA more powerful, and it would also do the same for rogues. But rogues get CA on a regular basis anyway, right? So this might up some damage with a corner-case monster. Since I'm of the opinion that battles last too long in the first place, a little extra damage isn't going to turn me off....so, that's cool! With all the running around, I would guess this also makes powers that immobilize, prone, grab, or slow even more valuable. The only way to stop or flank something might be to [I]make it stop[/I]. On the other hand, shifts and forced movement become slightly less key. Difficult terrain and walls and things become more key, too, since those are the things that limit your movement. When I look at defenders, I see Fighters relying a lot on OAs, but with the proposed fix of "Immediate Interrupt to do an MBA and, if hit, stop the action" for Combat Challenge, that gives them back a good chunk of their "stickiness" (and even enhances it a bit, since they can stop any action, not just movement). I don't see any of these effects as particularly game-ruining...is there something I'm missing? [/QUOTE]
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Ditching OA's, replace with....?
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