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General Tabletop Discussion
*Pathfinder & Starfinder
Dragon 399 - Heroes of Tome and Temple
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<blockquote data-quote="pauljathome" data-source="post: 5561558" data-attributes="member: 21807"><p>That changes the flavour from the text in the article a fair bit but it actually works. You're not telling the person their fortune, you're suddenly yelling "Hey, SmallBrain, what kind of creature is that?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />.</p><p></p><p>Not that the current mechanics support the flavour in the article either. </p><p></p><p>I hadn't noticed that issue with the initiative roll.</p><p></p><p>I think that I'm now tending to put this whole power into the "too annoying to exist" category. If you do it out of combat you get to know 2 rolls. In some circumstances that is going to be golden (you're a controller who wins initiative and can throw some mega area spell knowing you'll crit one opponent and miss your defended), in most circumstances its going to be "meh" (you're about to hit on your very first attack. So use the At Will power you were planning anyway until you have a better use for the encounter). </p><p></p><p>And there is the whole annoying issue of listening to the GM and player argue for 5 minutes whether the use of a knowledge roll was acceptable THIS time.</p><p></p><p>As an aside, presumably one of the points of the power is to let the player partly sidestep bad fate by using it up on less important things. So the GM shouldn't disallow ALL uses of this.</p><p></p><p>In combat, I can't see a character wasting a standard action on this very often. There are times when one characters actions are so much more important than anothers that it might be worth while but they're pretty rare.</p></blockquote><p></p>
[QUOTE="pauljathome, post: 5561558, member: 21807"] That changes the flavour from the text in the article a fair bit but it actually works. You're not telling the person their fortune, you're suddenly yelling "Hey, SmallBrain, what kind of creature is that?" :-). Not that the current mechanics support the flavour in the article either. I hadn't noticed that issue with the initiative roll. I think that I'm now tending to put this whole power into the "too annoying to exist" category. If you do it out of combat you get to know 2 rolls. In some circumstances that is going to be golden (you're a controller who wins initiative and can throw some mega area spell knowing you'll crit one opponent and miss your defended), in most circumstances its going to be "meh" (you're about to hit on your very first attack. So use the At Will power you were planning anyway until you have a better use for the encounter). And there is the whole annoying issue of listening to the GM and player argue for 5 minutes whether the use of a knowledge roll was acceptable THIS time. As an aside, presumably one of the points of the power is to let the player partly sidestep bad fate by using it up on less important things. So the GM shouldn't disallow ALL uses of this. In combat, I can't see a character wasting a standard action on this very often. There are times when one characters actions are so much more important than anothers that it might be worth while but they're pretty rare. [/QUOTE]
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Dragon 399 - Heroes of Tome and Temple
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