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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Flaming/Shocking,etc. enhancements activation time
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<blockquote data-quote="irdeggman" data-source="post: 2096823" data-attributes="member: 16285"><p>IMO placing a weapon in its scabbard constitutes setting it down and thus would inactivate the ability. Having a weapon sheathed is not <em>using</em> it.</p><p></p><p>I think that the rules work fine. Allowing characters (including foes) to just whip out weapons and charge in all good to go, while dramatic, ruins things for those PCs that have to take some prep time. That was the balancer, IMO. The energy addition to weapons can be a substantial addition to its damage capability and should not be something treated lightly. Players should be required to use some sort of planning of how they are going to go into combat. While surprised it is indeed very difficult to "fully prep" a paraty, but that is the point of being surprised. How many times have you been in a party that was ambushed in the middle of the night when only those on watch had their armor equiped? That is pretty devastating but should be accounted for when determining the EL of the encounter since the party isn't capable of using all of their assets.</p><p></p><p>Another way to look at the activation time of these abilities is it is the player's choice as to what his character is going to do. Is the character going to try to get in some quick damge or save it up for more in subsequent rounds? Sort of like whether to charge or not. A character can charge and gain a plus to his attack but suffers a penalty to his AC as a result. Or using power attack - should the PC subtract from his attack to add to his damage, if so how much? There are so many choices in D&D that they shouldn't be eliminated from the player. nor should the responsibility of making them.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 2096823, member: 16285"] IMO placing a weapon in its scabbard constitutes setting it down and thus would inactivate the ability. Having a weapon sheathed is not [I]using[/I] it. I think that the rules work fine. Allowing characters (including foes) to just whip out weapons and charge in all good to go, while dramatic, ruins things for those PCs that have to take some prep time. That was the balancer, IMO. The energy addition to weapons can be a substantial addition to its damage capability and should not be something treated lightly. Players should be required to use some sort of planning of how they are going to go into combat. While surprised it is indeed very difficult to "fully prep" a paraty, but that is the point of being surprised. How many times have you been in a party that was ambushed in the middle of the night when only those on watch had their armor equiped? That is pretty devastating but should be accounted for when determining the EL of the encounter since the party isn't capable of using all of their assets. Another way to look at the activation time of these abilities is it is the player's choice as to what his character is going to do. Is the character going to try to get in some quick damge or save it up for more in subsequent rounds? Sort of like whether to charge or not. A character can charge and gain a plus to his attack but suffers a penalty to his AC as a result. Or using power attack - should the PC subtract from his attack to add to his damage, if so how much? There are so many choices in D&D that they shouldn't be eliminated from the player. nor should the responsibility of making them. [/QUOTE]
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Community
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Flaming/Shocking,etc. enhancements activation time
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