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General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Battle Queue instead of rounds
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<blockquote data-quote="Goken100" data-source="post: 2990780" data-attributes="member: 42968"><p><strong>thanks for great feedback!</strong></p><p></p><p></p><p></p><p>OK, upon reflection, I've removed the Wisdom Mod. But in my defense, there were decent reasons for this rule, but I think its safer not to mess with the game balance, so its out of there.</p><p></p><p></p><p></p><p>That's an interesting point. Reflex savings throws were the only thing I could think of that are already built into the game and represent each character's ability to react physically to something. They also increase with level, unlike just Dexterity checks. What other options might there be?</p><p></p><p></p><p></p><p>Another good question. The first option is to let characters have one attack of opportunity that comes their way during each Action Time for the attacker of opportunity. This would be easy on one hand, but it requires one to keep track of what has transpired between a character's last decision and the current second. Its also less realistic.</p><p></p><p>Another option is that when characters make an attack of opportunity, it automatically cancels whatever action they were in the middle of and allows them a new decision at the conclusion of that attack. While more realistic, it is of questionable appeal to the attacker. </p><p>My current policy is to use this rule, but to give the attacker of opportunity a +10 bonus to attack. I like having a strong deterrent to characters just blasting through the front ranks and taking out the protected characters, with the front row folks sorta like "wait... no... come back..."</p><p></p><p>Any thoughts on this?</p></blockquote><p></p>
[QUOTE="Goken100, post: 2990780, member: 42968"] [b]thanks for great feedback![/b] OK, upon reflection, I've removed the Wisdom Mod. But in my defense, there were decent reasons for this rule, but I think its safer not to mess with the game balance, so its out of there. That's an interesting point. Reflex savings throws were the only thing I could think of that are already built into the game and represent each character's ability to react physically to something. They also increase with level, unlike just Dexterity checks. What other options might there be? Another good question. The first option is to let characters have one attack of opportunity that comes their way during each Action Time for the attacker of opportunity. This would be easy on one hand, but it requires one to keep track of what has transpired between a character's last decision and the current second. Its also less realistic. Another option is that when characters make an attack of opportunity, it automatically cancels whatever action they were in the middle of and allows them a new decision at the conclusion of that attack. While more realistic, it is of questionable appeal to the attacker. My current policy is to use this rule, but to give the attacker of opportunity a +10 bonus to attack. I like having a strong deterrent to characters just blasting through the front ranks and taking out the protected characters, with the front row folks sorta like "wait... no... come back..." Any thoughts on this? [/QUOTE]
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House Rule: Battle Queue instead of rounds
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