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General Tabletop Discussion
*Pathfinder & Starfinder
Ditching OA's, replace with....?
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<blockquote data-quote="MrMyth" data-source="post: 5664743" data-attributes="member: 61155"><p>I'm going to say that dismissing "I don't like these rules" as "You aren't smart enough to understand these rules or play properly" is probably not the most helpful contribution to this discussion. </p><p> </p><p>Take a close look at the example posted. The issue is not that the party <em>cannot </em>figure out a proper order to resolve the various actions. The issue is that you have a lot of triggered actions taking place, each one often with ramifications that a tactically thoughtful party will want to consider. Which tends to bog down play quite a bit as Player 3 decides exactly where he wants to slide Monster 1 in his interrupt response to the monster's triggered attack set off by being bloodied by Player 2's free attack granted by Player 1. Etc. </p><p> </p><p>Other possible issues include players not involved in the stack of responses feeling like they are waiting a very long time for their turn to come around, as well as potentially needing to 'double check' everything one does to see if there is a trigger - since, as you note, you don't want to retcon things after the attack. </p><p> </p><p>"Ok, the monster has declared PC1 as the target, any responses? It is now making the attack roll. It has now hit him. He has now taken damage. He has now been pushed." Etc. </p><p> </p><p>Now, there are many ways to address all of these elements! Whether by adjusting style of group play, or simply learning what powers PCs commonly have and knowing when they might use them, or encouraging decisions to be made quickly even in complex situations, etc. </p><p> </p><p>But for some folks, the easiest solution would be, ideally, to remove such things from the game. Which includes OAs which - while not at the heart of the matter - can greatly contribute to it, especially being available on every opponent's turn in combat. </p><p> </p><p>I get that these aren't issues for you. But you challenged TwoSix to produce an example, claiming that those complaining about these issues are either getting the rules wrong or are exaggerating their difficulties with them. An example - of definite complexity to deal with at the table - was produced. Is it really that hard to acknowledge that others legitimately feel that the complexity of stacks of triggered events can be a headache to deal with?</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5664743, member: 61155"] I'm going to say that dismissing "I don't like these rules" as "You aren't smart enough to understand these rules or play properly" is probably not the most helpful contribution to this discussion. Take a close look at the example posted. The issue is not that the party [I]cannot [/I]figure out a proper order to resolve the various actions. The issue is that you have a lot of triggered actions taking place, each one often with ramifications that a tactically thoughtful party will want to consider. Which tends to bog down play quite a bit as Player 3 decides exactly where he wants to slide Monster 1 in his interrupt response to the monster's triggered attack set off by being bloodied by Player 2's free attack granted by Player 1. Etc. Other possible issues include players not involved in the stack of responses feeling like they are waiting a very long time for their turn to come around, as well as potentially needing to 'double check' everything one does to see if there is a trigger - since, as you note, you don't want to retcon things after the attack. "Ok, the monster has declared PC1 as the target, any responses? It is now making the attack roll. It has now hit him. He has now taken damage. He has now been pushed." Etc. Now, there are many ways to address all of these elements! Whether by adjusting style of group play, or simply learning what powers PCs commonly have and knowing when they might use them, or encouraging decisions to be made quickly even in complex situations, etc. But for some folks, the easiest solution would be, ideally, to remove such things from the game. Which includes OAs which - while not at the heart of the matter - can greatly contribute to it, especially being available on every opponent's turn in combat. I get that these aren't issues for you. But you challenged TwoSix to produce an example, claiming that those complaining about these issues are either getting the rules wrong or are exaggerating their difficulties with them. An example - of definite complexity to deal with at the table - was produced. Is it really that hard to acknowledge that others legitimately feel that the complexity of stacks of triggered events can be a headache to deal with? [/QUOTE]
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