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General Tabletop Discussion
*Pathfinder & Starfinder
How meticulous can the planning be in a six-second combat round?
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<blockquote data-quote="KarinsDad" data-source="post: 4980650" data-attributes="member: 2011"><p>Of course. I just pointed out that you made an in game rationalization that does not necessary fit (e.g. why exactly are these PCs suppose to be tactical experts in character?).</p><p></p><p></p><p>I also don't understand the preference of group decision making over individual decision making (given a choice of the two, granted, some middle ground would probably be preferable) in a game.</p><p></p><p>The latter empowers each player, the former discourages each player (who is going to go through with their original plan when the other players point out all its flaws?).</p><p></p><p>I understand the concept in real world conflicts where a military group needs one voice barking orders and everyone is expected to obey, but a) this is a game, and b) that's effectively what happens with a group mind anyway. People who do their own thing against the wishes of the group are considered non-team players (you see this in real world workplaces as well where the most vocal members of a group mind make group decisions for everyone else).</p><p></p><p>Granted, group decision making does often come up with better overall decisions, but is that the real goal of playing your PC? To make the best tactical decisions?</p><p></p><p></p><p>And like I said, an in character suggestion is fine. That's roleplaying. A group discussion, that's playing chess as a team. IMO. Obviously, YMMV.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4980650, member: 2011"] Of course. I just pointed out that you made an in game rationalization that does not necessary fit (e.g. why exactly are these PCs suppose to be tactical experts in character?). I also don't understand the preference of group decision making over individual decision making (given a choice of the two, granted, some middle ground would probably be preferable) in a game. The latter empowers each player, the former discourages each player (who is going to go through with their original plan when the other players point out all its flaws?). I understand the concept in real world conflicts where a military group needs one voice barking orders and everyone is expected to obey, but a) this is a game, and b) that's effectively what happens with a group mind anyway. People who do their own thing against the wishes of the group are considered non-team players (you see this in real world workplaces as well where the most vocal members of a group mind make group decisions for everyone else). Granted, group decision making does often come up with better overall decisions, but is that the real goal of playing your PC? To make the best tactical decisions? And like I said, an in character suggestion is fine. That's roleplaying. A group discussion, that's playing chess as a team. IMO. Obviously, YMMV. [/QUOTE]
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How meticulous can the planning be in a six-second combat round?
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