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General Tabletop Discussion
*Pathfinder & Starfinder
Gencon: Any non-Essentials content coming up?
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<blockquote data-quote="Neonchameleon" data-source="post: 5648852" data-attributes="member: 87792"><p>Except that your armchair theorising has nothing to do with how it works in actual play. Analysis paralysis is caused by too many options <em>at each given decision point</em>. And made worse by having no default option. Stances and defender auras are fire and forget; your Defender Aura is either on or off. I've yet to see a stance-based class played without a default stance. Which means they don't need to think about it - just remain in it. The extra actions are only used when they spot an opportunity.</p><p> </p><p></p><p> </p><p>You mean the almost indistinguishable ones? Because they make analysis paralysis so much better!</p><p> </p><p></p><p> </p><p>No you don't. Your defender aura is almost always running. It's not something you activate except at the start of a fight. You then have one default stance (IME either Poised Assault (+1 to hit), Battle Guardian (+ damage), or Defend the Line (Slow - which combines with World Serpent's Grasp)). The question is "Is there a good reason <em>not</em> to stay in my default stance?" Sometimes there is - Cleave (or whatever the real name is) for minion-clearing and Hammer Hands for pushes have definite places. But the question "Should I stay in my default stance?" is much less likely to provoke analysis paralysis than "Which option should I use?"</p><p> </p><p></p><p> </p><p>"Does my default stance work? Should I turn defender aura off?" vs "Which of these powers should I use? Should I mark?" Yes, it is simpler when you actually compare like with like.</p><p> </p><p></p><p> </p><p>Thieves <em>who do not simply spam Tactical Trick</em> are tactially intensive. Tactical and ambush trick are there to be the thief default powers. As normal you fail to understand the class. Acrobat's Trick and Unbalancing Trick (and the OA for escaping flanks) are gravy. If you aren't tactically minded you don't need to touch them. But although it isn't as screamingly obvious as the stance-based classes, Thieves have good defaults that you need a good reason to change.</p><p> </p><p>It is obvious from what you have posted that you absolutely fail to get why and how the Essentials classes work. </p><p> </p><p></p><p> </p><p>As far as I know there are few people who have a problem intellectually. But <a href="http://en.wikipedia.org/wiki/Analysis_paralysis" target="_blank">Analysis Paralysis</a>, as I mentioned before, can be a real problem at the table. It's not "What's the difference?" but "What should I do? If I do that... or would that be better... that's better, but it uses my daily... what should I do?"</p><p> </p><p></p><p> </p><p>I'm with The Little Raven here.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5648852, member: 87792"] Except that your armchair theorising has nothing to do with how it works in actual play. Analysis paralysis is caused by too many options [I]at each given decision point[/I]. And made worse by having no default option. Stances and defender auras are fire and forget; your Defender Aura is either on or off. I've yet to see a stance-based class played without a default stance. Which means they don't need to think about it - just remain in it. The extra actions are only used when they spot an opportunity. You mean the almost indistinguishable ones? Because they make analysis paralysis so much better! No you don't. Your defender aura is almost always running. It's not something you activate except at the start of a fight. You then have one default stance (IME either Poised Assault (+1 to hit), Battle Guardian (+ damage), or Defend the Line (Slow - which combines with World Serpent's Grasp)). The question is "Is there a good reason [I]not[/I] to stay in my default stance?" Sometimes there is - Cleave (or whatever the real name is) for minion-clearing and Hammer Hands for pushes have definite places. But the question "Should I stay in my default stance?" is much less likely to provoke analysis paralysis than "Which option should I use?" "Does my default stance work? Should I turn defender aura off?" vs "Which of these powers should I use? Should I mark?" Yes, it is simpler when you actually compare like with like. Thieves [I]who do not simply spam Tactical Trick[/I] are tactially intensive. Tactical and ambush trick are there to be the thief default powers. As normal you fail to understand the class. Acrobat's Trick and Unbalancing Trick (and the OA for escaping flanks) are gravy. If you aren't tactically minded you don't need to touch them. But although it isn't as screamingly obvious as the stance-based classes, Thieves have good defaults that you need a good reason to change. It is obvious from what you have posted that you absolutely fail to get why and how the Essentials classes work. As far as I know there are few people who have a problem intellectually. But [url=http://en.wikipedia.org/wiki/Analysis_paralysis]Analysis Paralysis[/url], as I mentioned before, can be a real problem at the table. It's not "What's the difference?" but "What should I do? If I do that... or would that be better... that's better, but it uses my daily... what should I do?" I'm with The Little Raven here. [/QUOTE]
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