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General Tabletop Discussion
*Pathfinder & Starfinder
Few ideas for rules.
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<blockquote data-quote="cbbakke" data-source="post: 4670794" data-attributes="member: 72549"><p>Thanks for the all the feedback. good and bad. A few random thoughts from reading the responses.</p><p> </p><p>Range being over powered?</p><p> </p><p>I dont think they are over pwoered as much as they have little tactical involvement on offense or on defense. This does add a little bit of complication to the rules but it will just make range move around a bit more to find a clear shot.</p><p> </p><p>Spiral death mechanics?</p><p>The last post is accruate, I am looking for a little more gritty to the game. Our party plays the up and down game so well it is very little risk of people dying. If somebody goes down they heal him just enough to get him up. The thought is why heal him more since when he goes down the heal puts him at zero and then heals him. Effectively the heal is bigger.</p><p> </p><p>Another variation could be dazed for one round per death check you have. so bad luck doesnt prevent you from acting forever. </p><p> </p><p> </p><p>The skill points. </p><p> </p><p>Yes you can take a feat to have plus 2 to a skill but that is a very poor use of a feat generally. I still think this would allow people to add a little flavor to their guy. Sure you could end up with a rogue with a super high stealth but then he is a one trick pony. Another rogue could really focus on bluff or some other social skills. While a third could have theivery and acrobatics.</p></blockquote><p></p>
[QUOTE="cbbakke, post: 4670794, member: 72549"] Thanks for the all the feedback. good and bad. A few random thoughts from reading the responses. Range being over powered? I dont think they are over pwoered as much as they have little tactical involvement on offense or on defense. This does add a little bit of complication to the rules but it will just make range move around a bit more to find a clear shot. Spiral death mechanics? The last post is accruate, I am looking for a little more gritty to the game. Our party plays the up and down game so well it is very little risk of people dying. If somebody goes down they heal him just enough to get him up. The thought is why heal him more since when he goes down the heal puts him at zero and then heals him. Effectively the heal is bigger. Another variation could be dazed for one round per death check you have. so bad luck doesnt prevent you from acting forever. The skill points. Yes you can take a feat to have plus 2 to a skill but that is a very poor use of a feat generally. I still think this would allow people to add a little flavor to their guy. Sure you could end up with a rogue with a super high stealth but then he is a one trick pony. Another rogue could really focus on bluff or some other social skills. While a third could have theivery and acrobatics. [/QUOTE]
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Few ideas for rules.
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