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General Tabletop Discussion
*Pathfinder & Starfinder
"Fixed duration" to "save ends"
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<blockquote data-quote="Siberys" data-source="post: 5400015" data-attributes="member: 30619"><p>To elaborate on my last post;</p><p></p><p>One very common initiative house rule I've read about involves basically moving the PCs and enemies as groups. The DM rolls group initiatives for each opposing 'team' (averaging initiative scores or whatever), and each PC rolls initiative.</p><p></p><p>Any PC that beat all opposition goes, then the opposing groups. In the groups, all monsters in that group act in any order, but they have to do a full turn before moving to the next. After those groups go, ALL PCs go, and they choose the order.</p><p></p><p>Here's where this ties in with the tracking quandry. All non-save durations become "until the end of the target's GROUP'S next turn". This does two things;</p><p></p><p>First, ending effects is easy. It works just like checking for summoning sickness in Magic: the Gathering. At the end of the group turn simply check if a condition has been on a creature since the beginning of the group's turn. If yes, remove. If no, leave on.</p><p></p><p>Second, This allows for almost all of the utility of the uent effects for controllers. Since the PCs choose the order they move in, they could have the controller with the awesome effects go first, followed by everyone else to take advantage of them. The only downside relative to normal is that the controller wouldn't be able to to take advantage of his own effects without an AP. Other stuff is powered up, though (second wind, frex).</p></blockquote><p></p>
[QUOTE="Siberys, post: 5400015, member: 30619"] To elaborate on my last post; One very common initiative house rule I've read about involves basically moving the PCs and enemies as groups. The DM rolls group initiatives for each opposing 'team' (averaging initiative scores or whatever), and each PC rolls initiative. Any PC that beat all opposition goes, then the opposing groups. In the groups, all monsters in that group act in any order, but they have to do a full turn before moving to the next. After those groups go, ALL PCs go, and they choose the order. Here's where this ties in with the tracking quandry. All non-save durations become "until the end of the target's GROUP'S next turn". This does two things; First, ending effects is easy. It works just like checking for summoning sickness in Magic: the Gathering. At the end of the group turn simply check if a condition has been on a creature since the beginning of the group's turn. If yes, remove. If no, leave on. Second, This allows for almost all of the utility of the uent effects for controllers. Since the PCs choose the order they move in, they could have the controller with the awesome effects go first, followed by everyone else to take advantage of them. The only downside relative to normal is that the controller wouldn't be able to to take advantage of his own effects without an AP. Other stuff is powered up, though (second wind, frex). [/QUOTE]
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"Fixed duration" to "save ends"
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