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*Pathfinder & Starfinder
Don't make me roll for initiative.........again
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<blockquote data-quote="Raven Crowking" data-source="post: 2940853" data-attributes="member: 18280"><p>What if the NPC front line grapples the PC line and prevents them from acting, then the NPC wizard gets to fireball twice even if you use the normal rules?  What happens then?  Obviously, we should do away with grappling & pinning.  Or....what if the NPC front line sunders the potion flask and disrupts spellcasting on the healers through held actions?  Obviously, we'd better do away with those options.</p><p></p><p>Etc.</p><p></p><p>The DM sets up the opponents and the situations, including what information the PCs have (or can reasonably obtain) about the NPCs and what information the NPCs have about the PCs.  If the DM sets up an encounter where the NPCs can easily kill the PCs, <em>and the PCs have no way to know about it/prepare/avoid it in advance</em>, then it is the DM's fault.  But this is true regardless of what ruleset you are using.</p><p></p><p>This is not merely an issue of a character getting two turns fairly close to back to back.  This is an issue where getting two turns back to back has overwhelming consequences.  And, oddly enough (or not so oddly) it hasn't happened in my game yet.</p><p></p><p></p><p></p><p>Sorta.</p><p></p><p>I mean, I certainly don't molly coddle.  </p><p></p><p>However, again, IME your fears simply don't come up.  Regardless of the math you claim "proves" your point, there is both player ingenuity and DM balance that come into play.  Or, maybe, it is because my game is fairly mid-magic (which, against the common 3x backdrop, is "low magic").  If the PCs are running into something powerful enough to kill them in two rounds, they generally have some clues, and do their best to pick the terrain or avoid the fight.  Or get help.</p><p></p><p>Again, simply put, it never comes up.</p><p></p><p>Honestly, I think that this is no different than the trap thread you and I were both on not so long ago.  Some feared that allowing "sensor" type traps to sense beyond the range of a rogue's ability to search for traps would somehow destroy the balance of the game.  We both know that it doesn't do so.....IF both DM and players take the rules they are using into account.  The same is true with rerolled initiative.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2940853, member: 18280"] What if the NPC front line grapples the PC line and prevents them from acting, then the NPC wizard gets to fireball twice even if you use the normal rules? What happens then? Obviously, we should do away with grappling & pinning. Or....what if the NPC front line sunders the potion flask and disrupts spellcasting on the healers through held actions? Obviously, we'd better do away with those options. Etc. The DM sets up the opponents and the situations, including what information the PCs have (or can reasonably obtain) about the NPCs and what information the NPCs have about the PCs. If the DM sets up an encounter where the NPCs can easily kill the PCs, [I]and the PCs have no way to know about it/prepare/avoid it in advance[/I], then it is the DM's fault. But this is true regardless of what ruleset you are using. This is not merely an issue of a character getting two turns fairly close to back to back. This is an issue where getting two turns back to back has overwhelming consequences. And, oddly enough (or not so oddly) it hasn't happened in my game yet. Sorta. I mean, I certainly don't molly coddle. However, again, IME your fears simply don't come up. Regardless of the math you claim "proves" your point, there is both player ingenuity and DM balance that come into play. Or, maybe, it is because my game is fairly mid-magic (which, against the common 3x backdrop, is "low magic"). If the PCs are running into something powerful enough to kill them in two rounds, they generally have some clues, and do their best to pick the terrain or avoid the fight. Or get help. Again, simply put, it never comes up. Honestly, I think that this is no different than the trap thread you and I were both on not so long ago. Some feared that allowing "sensor" type traps to sense beyond the range of a rogue's ability to search for traps would somehow destroy the balance of the game. We both know that it doesn't do so.....IF both DM and players take the rules they are using into account. The same is true with rerolled initiative. [/QUOTE]
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Don't make me roll for initiative.........again
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