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General Tabletop Discussion
*Pathfinder & Starfinder
How Does "The Rules Aren't Physics" Fix Anything?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4153472" data-attributes="member: 710"><p>Sword Chucks and Arrows in your chest are also very lethal. Many people used to die to this when such weapons where still commonly applied. And then there was tetanus and similar unfriendly things that could kill or debilitate you even if you were just wounded, not killed. </p><p>But that doesn't mean it's a good idea to use such stuff in a game where you do combat more then the few times regular humans do or did it...</p><p></p><p></p><p>As an extreme opinion: Why not? In turn, he deals a lot more damage, and can fling grappled targets around? And even if his chance is better, does it need to become auto-success? Why aren't his normal attacks auto-success? I mean, if he'd jump on a heavy armored Fighte,r that guy could move the required distance to evade the attack?</p><p></p><p></p><p>I'd say that's plain wrong. A +2 bonus to attacks is a +2 bonus to attacks. It might change from round to round, but it's only a single change. But a +4 enhancement bonus to Constitution means +2hp/level more hit points, a +2 to your fortitude save, and a +2 bonus to your Concentration Checks. But wait, didn't you already have another +2 enhancement bonus item that you already calculated in? Oh, and then you did get 1d10+Con temporary hit points from Heroes Feast. Did you remember that?</p><p></p><p></p><p>Such DM brains are doomed to explode. But what is with DMs that just like to run a 10th level group against a Yuan-Ti Temple. Did you consider how many stats you have to create just to have enough Yuan-Ti in the apporpriate level range, without every encounter being a rehash? Considered how much effort it is to stat-up the Yuan-Ti High Priest alone?</p><p></p><p></p><p>Spell-Like abilities of considerably lower level then typical for the CR. Or spell-like abilities plainly inferior to any other options. Dragons with full sorceror spell-casting that was usually inferior to their regular attack routine. (But at least two buffs could totally break them - Mage Armor & Shield)</p><p></p><p></p><p>Why is Use Rope a skill at all? How many situations do you need it, compared to, say, Spot or Diplomacy? What are the in-game effects of a typical Use Rope skill compared to that of a typical Spot or Diplomacy check? How do I even know what DCs are appropriate for a party (without becoming to difficult or becoming a unintented cake-walk). I can use CR to eyeball monster encounters. Why isn't there anything that allows me to do the same for skills?</p><p></p><p></p><p>Oh, the mechanics do what they are intented to do. But they are usually so much inferior to regular types of attacks, why bother?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4153472, member: 710"] Sword Chucks and Arrows in your chest are also very lethal. Many people used to die to this when such weapons where still commonly applied. And then there was tetanus and similar unfriendly things that could kill or debilitate you even if you were just wounded, not killed. But that doesn't mean it's a good idea to use such stuff in a game where you do combat more then the few times regular humans do or did it... As an extreme opinion: Why not? In turn, he deals a lot more damage, and can fling grappled targets around? And even if his chance is better, does it need to become auto-success? Why aren't his normal attacks auto-success? I mean, if he'd jump on a heavy armored Fighte,r that guy could move the required distance to evade the attack? I'd say that's plain wrong. A +2 bonus to attacks is a +2 bonus to attacks. It might change from round to round, but it's only a single change. But a +4 enhancement bonus to Constitution means +2hp/level more hit points, a +2 to your fortitude save, and a +2 bonus to your Concentration Checks. But wait, didn't you already have another +2 enhancement bonus item that you already calculated in? Oh, and then you did get 1d10+Con temporary hit points from Heroes Feast. Did you remember that? Such DM brains are doomed to explode. But what is with DMs that just like to run a 10th level group against a Yuan-Ti Temple. Did you consider how many stats you have to create just to have enough Yuan-Ti in the apporpriate level range, without every encounter being a rehash? Considered how much effort it is to stat-up the Yuan-Ti High Priest alone? Spell-Like abilities of considerably lower level then typical for the CR. Or spell-like abilities plainly inferior to any other options. Dragons with full sorceror spell-casting that was usually inferior to their regular attack routine. (But at least two buffs could totally break them - Mage Armor & Shield) Why is Use Rope a skill at all? How many situations do you need it, compared to, say, Spot or Diplomacy? What are the in-game effects of a typical Use Rope skill compared to that of a typical Spot or Diplomacy check? How do I even know what DCs are appropriate for a party (without becoming to difficult or becoming a unintented cake-walk). I can use CR to eyeball monster encounters. Why isn't there anything that allows me to do the same for skills? Oh, the mechanics do what they are intented to do. But they are usually so much inferior to regular types of attacks, why bother? [/QUOTE]
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