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*Pathfinder & Starfinder
From 7 Action Types To Pathfinder 2's New 3 Action Economy
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<blockquote data-quote="Charlaquin" data-source="post: 7736799" data-attributes="member: 6779196"><p>Ahh, I see. I think the answer to that question is the same as the answer to the ranger animal companion question: depends how they handle PC-controlled NPCs. I don’t expect Pathfinder to make you spend your own actions to command your summons or pets, but we’ll have to wait and see.</p><p></p><p></p><p>Have summons and pets ever not been slowdown inducing? Even in 5e I’ve found them to harm the speed of combat. That’s just part and parcel of controlling multiple characters.</p><p></p><p></p><p>I guess that’s a possibility, but not much we can do about it if it goes down that way.</p><p></p><p></p><p>Game balance wise, I don’t think it’s necessary at all. But iterative attacks being at a cumulative-5 from each other might be one of those Pathfinderisms that they can’t drop without alienating their existing fan base. Changing up the action economy is already a big change, dropping the multiple attacks penalty at the same time might be too big of an ask.</p><p></p><p></p><p>Somebody attempted a disarm in the podcast, it counted as an attack and ate the -5 for being his second attack that turn. It is possible that tripping or disarming to make the enemy blow an action standing up or picking up their weapon could become a viable tactic... But you’d probably make them lose more actions in the long run just by reducing their HP to 0 faster. That’s always been the downfall of such tactics, and I doubt this action economy will change that, particularly because it’ll only be 1/3 of their possible attacks the enemy has to blow on it instead of all of them.</p><p></p><p></p><p>I agree, movement as a resource was one of the big 5e innovations I really loved. But I do see value in the ability to give up your movement in exchange for an extra action, as well as being able to do the opposite.</p><p></p><p></p><p>I think this will only become a real problem at higher levels when all three attacks actually have a reasonable chance of hitting. At early levels, an attack at -5 or worse, -10 is just a waste of an action. Far better to attack, 5-foot step, and move than to attack 3 times if you can’t count on the second or third attack to hit. Especially since you can’t just make them anyway and hope for a crit, since crits on Attack rolls now come from exceeding the target’s AC by 10 instead of from rolling a natural 20 (or whatever your weapon’s critical threat range is).</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7736799, member: 6779196"] Ahh, I see. I think the answer to that question is the same as the answer to the ranger animal companion question: depends how they handle PC-controlled NPCs. I don’t expect Pathfinder to make you spend your own actions to command your summons or pets, but we’ll have to wait and see. Have summons and pets ever not been slowdown inducing? Even in 5e I’ve found them to harm the speed of combat. That’s just part and parcel of controlling multiple characters. I guess that’s a possibility, but not much we can do about it if it goes down that way. Game balance wise, I don’t think it’s necessary at all. But iterative attacks being at a cumulative-5 from each other might be one of those Pathfinderisms that they can’t drop without alienating their existing fan base. Changing up the action economy is already a big change, dropping the multiple attacks penalty at the same time might be too big of an ask. Somebody attempted a disarm in the podcast, it counted as an attack and ate the -5 for being his second attack that turn. It is possible that tripping or disarming to make the enemy blow an action standing up or picking up their weapon could become a viable tactic... But you’d probably make them lose more actions in the long run just by reducing their HP to 0 faster. That’s always been the downfall of such tactics, and I doubt this action economy will change that, particularly because it’ll only be 1/3 of their possible attacks the enemy has to blow on it instead of all of them. I agree, movement as a resource was one of the big 5e innovations I really loved. But I do see value in the ability to give up your movement in exchange for an extra action, as well as being able to do the opposite. I think this will only become a real problem at higher levels when all three attacks actually have a reasonable chance of hitting. At early levels, an attack at -5 or worse, -10 is just a waste of an action. Far better to attack, 5-foot step, and move than to attack 3 times if you can’t count on the second or third attack to hit. Especially since you can’t just make them anyway and hope for a crit, since crits on Attack rolls now come from exceeding the target’s AC by 10 instead of from rolling a natural 20 (or whatever your weapon’s critical threat range is). [/QUOTE]
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