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Community
General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Battle Queue instead of rounds
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<blockquote data-quote="Goken100" data-source="post: 3000056" data-attributes="member: 42968"><p>Well, you made some very good points. I've been re-crunching some numbers and running a few tests. Keep one thing in mind: the core rules are unbalanced as concerns moving-then-attacking. Level 1 characters do it just as fast and get just as many as level 50. So low level characters are relatively powerful in this, and high level characters are relatively weak. </p><p></p><p>That being said, I've still decided to make some moderate changes (updated above). For one, characters now progress slightly more rapidly in Action Times. This has the advantage of now coinciding to the exact levels in the core rules that characters receive additional attacks with the full-round attack. For another, I've changed the Jogging, Running, and Charging rules. Note that "Hustle" was changed to "Jog", cause hustle sounds lame. I think these rules are in sink with the core rules and will allow characters to be almost as mobile.</p><p></p><p></p><p>Well, there are still some issues for which I'd appreciate input from other folks. They are:</p><p></p><p>1. Is the term "Jog" the best term for moving double-time? I considered actually calling it double-time, but that's sorta cumbersome.</p><p>2. Is the gradual withdrawl rule that I just added necessar and reasonable?</p><p>3. Is an attack of opportunity with +5 to hit and +5 to damage appropriate compensation for causing the attacker to cancel the action that was in process? Alternatives?</p><p>4. Should actions be completed immediately and be followed by a recuperation time like in Final Fantasy, or should rolling and results only occur at the end of each character's action time? (Leaning toward latter option)</p><p></p><p>Thanks everyone, keep em comin!</p></blockquote><p></p>
[QUOTE="Goken100, post: 3000056, member: 42968"] Well, you made some very good points. I've been re-crunching some numbers and running a few tests. Keep one thing in mind: the core rules are unbalanced as concerns moving-then-attacking. Level 1 characters do it just as fast and get just as many as level 50. So low level characters are relatively powerful in this, and high level characters are relatively weak. That being said, I've still decided to make some moderate changes (updated above). For one, characters now progress slightly more rapidly in Action Times. This has the advantage of now coinciding to the exact levels in the core rules that characters receive additional attacks with the full-round attack. For another, I've changed the Jogging, Running, and Charging rules. Note that "Hustle" was changed to "Jog", cause hustle sounds lame. I think these rules are in sink with the core rules and will allow characters to be almost as mobile. Well, there are still some issues for which I'd appreciate input from other folks. They are: 1. Is the term "Jog" the best term for moving double-time? I considered actually calling it double-time, but that's sorta cumbersome. 2. Is the gradual withdrawl rule that I just added necessar and reasonable? 3. Is an attack of opportunity with +5 to hit and +5 to damage appropriate compensation for causing the attacker to cancel the action that was in process? Alternatives? 4. Should actions be completed immediately and be followed by a recuperation time like in Final Fantasy, or should rolling and results only occur at the end of each character's action time? (Leaning toward latter option) Thanks everyone, keep em comin! [/QUOTE]
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House Rule: Battle Queue instead of rounds
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