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*Pathfinder & Starfinder
Fewer conditions?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5207893" data-attributes="member: 81104"><p>I'm in the same boat - I have no problem with the list of conditions in PH1 - I think that each is different enough and there are few enought to easily remember what each of them does. </p><p></p><p>Rather, I have 2 issues with condition tracking:</p><p></p><p>1. The various "niggling conditions"; and</p><p>2. The varied condition durations - save ends, end of target's next turn, end of "casters" next turn, start of target's next turn, start of "casters" next turn.</p><p></p><p>Remembering to save for conditions was also a bit of a pain (what with saving for a condition being split from applying its effects) - however, in the group I DM we now roll saves against all save ends conditions at the beginning of the turn, but with the actual condition ending at the end of the turn. This does potentially cause the problem of the PC knowing that he will save before he actually does (as the save is applied at the end of the turn), but that hasn't been a problem so far. That said, if you have a group that redies a charge action for when they are no longer immobilized, this wouldn't work so well. It also makes items/powers that a PC can use on himself for a minor/move/standard action to give himself a save/end a condition more powerful, the player doesn't have to worry about expending it on a turn where he might have passed his save anyway.</p><p></p><p>So, what I would like to see is:</p><p>1. Standardized "niggling" conditions;</p><p>2. More standardized durations; and</p><p>3. Rolling saves at the time the condition affects the player in his turn.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5207893, member: 81104"] I'm in the same boat - I have no problem with the list of conditions in PH1 - I think that each is different enough and there are few enought to easily remember what each of them does. Rather, I have 2 issues with condition tracking: 1. The various "niggling conditions"; and 2. The varied condition durations - save ends, end of target's next turn, end of "casters" next turn, start of target's next turn, start of "casters" next turn. Remembering to save for conditions was also a bit of a pain (what with saving for a condition being split from applying its effects) - however, in the group I DM we now roll saves against all save ends conditions at the beginning of the turn, but with the actual condition ending at the end of the turn. This does potentially cause the problem of the PC knowing that he will save before he actually does (as the save is applied at the end of the turn), but that hasn't been a problem so far. That said, if you have a group that redies a charge action for when they are no longer immobilized, this wouldn't work so well. It also makes items/powers that a PC can use on himself for a minor/move/standard action to give himself a save/end a condition more powerful, the player doesn't have to worry about expending it on a turn where he might have passed his save anyway. So, what I would like to see is: 1. Standardized "niggling" conditions; 2. More standardized durations; and 3. Rolling saves at the time the condition affects the player in his turn. [/QUOTE]
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