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General Tabletop Discussion
*Pathfinder & Starfinder
Do You Want Multiple Actions Per Turn or Not?
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<blockquote data-quote="Pickles JG" data-source="post: 5951248" data-attributes="member: 61501"><p>I am really not keen on multiple formal actions or attacks for either PCs or Monsters. </p><p>The idea that having two weapons or 2 claws & a bite gives you 2-3 times the offensive is a bizarre throwback to old wargame rules.</p><p> </p><p>Lions grab with their claws then try to choke you (if you are an antelope) they do not jab with their claws then finish you off with a swift bite (or leap on you with all 5 weapons armed & ready). I would like beasts to have attack routines either a straightforward single attack or a triggered follow up like lions getting a bite if they claw you. </p><p>The only reason to have multiple attacks would be if these <em>have to</em> target multiple opponents.</p><p> </p><p>Better monsters like the Dragons <em>would</em> need to have multiple attacks to threaten parties based on the solo reasoning of 4e. Even then I would probably give them 3-4 attacks & allow then to use 2 in a given round eg Breath Fire, Bite, Sweep tail about, Grab with Claw. These have to be qualitatively different or why not just make one bigger attack? So Breath is an AOE on a recharge/limited use, Bite is lots of damage, Claw grapples the target, Tail Sweep hits an area & batters people around. </p><p> </p><p>As for 2 half actions/standard actions either of which can be moves or attacks then no thanks. The movement in 4e/5e is essentially free which encourages movement rather than waiting for thing to move up to you so that you can full attack them. While my reason for this is gamist it is also simulationist as <em>waiting</em> for someone to move up to you to attack you takes just as long as moving up!</p><p> </p><p>Meanwhile Owlbears? What's the point? If they are just claw hug bite they are just feathered bears. They used to be CE & smarter than your average bear, but mechanically that just meant, well not a lot but their eyes glowed red. They need something owlbeary not just beary to make them hav a point but with 5e's reversion to old style boring monsters I don't hold out much hope.</p><p> </p><p>The fighter surge mechanic seems like stealth AEDU well AD as E & U have disappeared. This flies in the face of the logic that "martial" classes are consistent while magical ones have a lower baseline but can turn it on when they need to. Well fighters get dailies too except rather than being something cool & different it's more of the same. Surge feels like an encounter power in a world without encounter powers. Cleave is a good power IMO as it is a free attack occasionally that does not require too much mental processing time. I have no idea how well it scales its useless against "bosses" but hey ho that's what reaper is for.</p><p> </p><p>Two weapon fighting needs to be something other than double the number of attacks. However but single weapon styles are always the poor relation, which is realistic but stops the classic swashbuckler archetype dead in the water. </p><p> </p><p>Anyway I like the simple action structure there is at the moment. I liked one minute turns in ADD as they let you do pretty much anything that was not an attack routine in addition to your move & attack. 5e has this as well. It could do with some reasonableness guidelines as swapping to bow from shield & sword instantly seems to improve the flow of the game while swapping back again makes it feel surreal.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 5951248, member: 61501"] I am really not keen on multiple formal actions or attacks for either PCs or Monsters. The idea that having two weapons or 2 claws & a bite gives you 2-3 times the offensive is a bizarre throwback to old wargame rules. Lions grab with their claws then try to choke you (if you are an antelope) they do not jab with their claws then finish you off with a swift bite (or leap on you with all 5 weapons armed & ready). I would like beasts to have attack routines either a straightforward single attack or a triggered follow up like lions getting a bite if they claw you. The only reason to have multiple attacks would be if these [I]have to[/I] target multiple opponents. Better monsters like the Dragons [I]would[/I] need to have multiple attacks to threaten parties based on the solo reasoning of 4e. Even then I would probably give them 3-4 attacks & allow then to use 2 in a given round eg Breath Fire, Bite, Sweep tail about, Grab with Claw. These have to be qualitatively different or why not just make one bigger attack? So Breath is an AOE on a recharge/limited use, Bite is lots of damage, Claw grapples the target, Tail Sweep hits an area & batters people around. As for 2 half actions/standard actions either of which can be moves or attacks then no thanks. The movement in 4e/5e is essentially free which encourages movement rather than waiting for thing to move up to you so that you can full attack them. While my reason for this is gamist it is also simulationist as [I]waiting[/I] for someone to move up to you to attack you takes just as long as moving up! Meanwhile Owlbears? What's the point? If they are just claw hug bite they are just feathered bears. They used to be CE & smarter than your average bear, but mechanically that just meant, well not a lot but their eyes glowed red. They need something owlbeary not just beary to make them hav a point but with 5e's reversion to old style boring monsters I don't hold out much hope. The fighter surge mechanic seems like stealth AEDU well AD as E & U have disappeared. This flies in the face of the logic that "martial" classes are consistent while magical ones have a lower baseline but can turn it on when they need to. Well fighters get dailies too except rather than being something cool & different it's more of the same. Surge feels like an encounter power in a world without encounter powers. Cleave is a good power IMO as it is a free attack occasionally that does not require too much mental processing time. I have no idea how well it scales its useless against "bosses" but hey ho that's what reaper is for. Two weapon fighting needs to be something other than double the number of attacks. However but single weapon styles are always the poor relation, which is realistic but stops the classic swashbuckler archetype dead in the water. Anyway I like the simple action structure there is at the moment. I liked one minute turns in ADD as they let you do pretty much anything that was not an attack routine in addition to your move & attack. 5e has this as well. It could do with some reasonableness guidelines as swapping to bow from shield & sword instantly seems to improve the flow of the game while swapping back again makes it feel surreal. [/QUOTE]
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