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Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Tuft" data-source="post: 5169587" data-attributes="member: 60045"><p>Exactly. A bunch of the most powerful buffs only lasts for a single turn, but in its entirety (such as e.g. the Pit Fighter's Extra Damage Action). Thus, you want to squeeze in as many attacks in that single round as possible: Normal standard action attack, action point standard action attack, normal minor action attack and converted-from-move minor action attack. Since (A) your buffs are per damage roll and (B) you want to maximize the chance of a crit, each of these four actions should preferably consist of as many separate attack rolls as possibly (bonus basic attacks are dandy for this). Also, since you converted your move into a minor action attack, you also prefer attack powers that includes movement, such as shifts, in the attack itself (e.g. Storm of Blows). Quite a lot of decisions need to be pondered during this, of course, in order to do all this in the optimal order. </p><p></p><p>Then, add a bunch of to-hit re-rolls from various sources (and the decisions needed to be made where to apply these re-rolls for best effect), and a bunch of damage dice re-rolls to this, as well as describing all status effects that gets applied, and marking up the minis with those.</p><p></p><p>Top this off with that the player (quite naturally) wants to cinematically describe each and everyone of these attack rolls in detail, as well as illuminate all on what makes every one of these powers so <em>absolutely awesome</em>, since that round is that character's shining moment... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(If you really want gravy on that, add a dash of occasional backtracking into all this, due to differing rules interpretations and situation interpretations between DM and player, such as whether a square is inside or outside the area of difficult ground, or whether a corner that is so very rounded on the map <em>really</em> gives cover or not - since this is an <em>important</em> round, such DM calls suddenly have extra impact... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>I ofter wonder if the so very disparate accounts of combat time simply depends on whether each group has discovered the minor action attacks or not...</p></blockquote><p></p>
[QUOTE="Tuft, post: 5169587, member: 60045"] Exactly. A bunch of the most powerful buffs only lasts for a single turn, but in its entirety (such as e.g. the Pit Fighter's Extra Damage Action). Thus, you want to squeeze in as many attacks in that single round as possible: Normal standard action attack, action point standard action attack, normal minor action attack and converted-from-move minor action attack. Since (A) your buffs are per damage roll and (B) you want to maximize the chance of a crit, each of these four actions should preferably consist of as many separate attack rolls as possibly (bonus basic attacks are dandy for this). Also, since you converted your move into a minor action attack, you also prefer attack powers that includes movement, such as shifts, in the attack itself (e.g. Storm of Blows). Quite a lot of decisions need to be pondered during this, of course, in order to do all this in the optimal order. Then, add a bunch of to-hit re-rolls from various sources (and the decisions needed to be made where to apply these re-rolls for best effect), and a bunch of damage dice re-rolls to this, as well as describing all status effects that gets applied, and marking up the minis with those. Top this off with that the player (quite naturally) wants to cinematically describe each and everyone of these attack rolls in detail, as well as illuminate all on what makes every one of these powers so [i]absolutely awesome[/i], since that round is that character's shining moment... :) :) (If you really want gravy on that, add a dash of occasional backtracking into all this, due to differing rules interpretations and situation interpretations between DM and player, such as whether a square is inside or outside the area of difficult ground, or whether a corner that is so very rounded on the map [i]really[/i] gives cover or not - since this is an [i]important[/i] round, such DM calls suddenly have extra impact... ;) ;) ) I ofter wonder if the so very disparate accounts of combat time simply depends on whether each group has discovered the minor action attacks or not... [/QUOTE]
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