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General Tabletop Discussion
*Pathfinder & Starfinder
Few ideas for rules.
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<blockquote data-quote="Mengu" data-source="post: 4664610" data-attributes="member: 65726"><p>With a rule like this, I'd be afraid skill challenges might become a bit too easy, especially for larger parties. It also de-values skill training feats a bit. But it might be a great help for smaller parties, so for a 2-3 man group, this would be a great house rule.</p><p> </p><p></p><p> </p><p>Toward the end of a fight, it already can drag on needlessly with bad rolling. I'd hate to add another penalty to make things even slower. Not a good house rule in my book.</p><p> </p><p></p><p> </p><p>This gives a greater penalty to the unconscious, than already being unconscious. They usually have to pick up their weapon or implement as a minor action, stand up as a move action, and have a standard action left, so they are already essentially dazed. If they are dazed, they pick up their weapon and they are done, they fail their save, next turn they stand up and they are done, and hopefully they make their save. Meanwhile the rest of the party is wondering when they are going to join the fight. It's also rather boring for the player to not be doing anything productive.</p><p> </p><p></p><p> </p><p>This is a serious penalty for rangers, wizards, warlocks, clerics, or anyone who fires from the back row. Their encounter and daily powers suddenly become much harder to hit with. They already have very few ways to get combat advantage, so again further penalties slow combat down even further, which is not good.</p><p> </p><p></p><p> </p><p>There has to be a balance between realism and ease of resolution. There are already a lot of modifiers to keep in mind in the game. Adding more does not make the flow of the game any better. Try to think of the game mechanics as simply a way to resolve combat instead of a simulation of physics. The rest can be dealt with via story telling. The warlock's dire radiance may smite his foes from above them, so it has nothing to do with the fighter blocking their way. And the elf's arrows from his bow blessed by the elven witch queen, find their way around his allies, and strike his foes unerringly. Meanwhile the wizard has his allies trained so when he starts to say "Pyros Incanta" his allies know to duck behind cover instinctively.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4664610, member: 65726"] With a rule like this, I'd be afraid skill challenges might become a bit too easy, especially for larger parties. It also de-values skill training feats a bit. But it might be a great help for smaller parties, so for a 2-3 man group, this would be a great house rule. Toward the end of a fight, it already can drag on needlessly with bad rolling. I'd hate to add another penalty to make things even slower. Not a good house rule in my book. This gives a greater penalty to the unconscious, than already being unconscious. They usually have to pick up their weapon or implement as a minor action, stand up as a move action, and have a standard action left, so they are already essentially dazed. If they are dazed, they pick up their weapon and they are done, they fail their save, next turn they stand up and they are done, and hopefully they make their save. Meanwhile the rest of the party is wondering when they are going to join the fight. It's also rather boring for the player to not be doing anything productive. This is a serious penalty for rangers, wizards, warlocks, clerics, or anyone who fires from the back row. Their encounter and daily powers suddenly become much harder to hit with. They already have very few ways to get combat advantage, so again further penalties slow combat down even further, which is not good. There has to be a balance between realism and ease of resolution. There are already a lot of modifiers to keep in mind in the game. Adding more does not make the flow of the game any better. Try to think of the game mechanics as simply a way to resolve combat instead of a simulation of physics. The rest can be dealt with via story telling. The warlock's dire radiance may smite his foes from above them, so it has nothing to do with the fighter blocking their way. And the elf's arrows from his bow blessed by the elven witch queen, find their way around his allies, and strike his foes unerringly. Meanwhile the wizard has his allies trained so when he starts to say "Pyros Incanta" his allies know to duck behind cover instinctively. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Few ideas for rules.
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