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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How necessary it is to have interrupting actions in the game?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5783191" data-attributes="member: 82106"><p>The question is, is all the added complexity of the solution actually making the overall result simpler? Nor does it address the other things 'interrupts' address, like OAs and such. </p><p></p><p>Finally, coming from a 4e perspective, wizards don't need to be weaker in combat than they are now, they're balanced pretty well with the other classes. </p><p></p><p>Personally I think the answer is to remove as much complexity as possible, but maybe the answer is more like reducing the use of ALL off-turn mechanics to once per round. You get one OA/Interrupt/whatever outside your turn, period. Then remove pretty much all the interrupt powers with a few minor exceptions like say Shield that are 'personal' or where there is a really strong argument that an effect/power is highly thematic and can't be done any other way. You'll still have OAs happening and now and then the odd interrupt, but if only say 1 or 2 PCs in a high level party have one each it is a LOT less of a problem.</p><p></p><p>MANY of the issues with 4e combat really are more issues of excess vs issues of bad core rules. Play at level 1, combats really go pretty quick and are not that hard to play through. If that would remain the baseline with even just a BIT more simplicity all the way up to epic the game would play far far better for most people I suspect.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5783191, member: 82106"] The question is, is all the added complexity of the solution actually making the overall result simpler? Nor does it address the other things 'interrupts' address, like OAs and such. Finally, coming from a 4e perspective, wizards don't need to be weaker in combat than they are now, they're balanced pretty well with the other classes. Personally I think the answer is to remove as much complexity as possible, but maybe the answer is more like reducing the use of ALL off-turn mechanics to once per round. You get one OA/Interrupt/whatever outside your turn, period. Then remove pretty much all the interrupt powers with a few minor exceptions like say Shield that are 'personal' or where there is a really strong argument that an effect/power is highly thematic and can't be done any other way. You'll still have OAs happening and now and then the odd interrupt, but if only say 1 or 2 PCs in a high level party have one each it is a LOT less of a problem. MANY of the issues with 4e combat really are more issues of excess vs issues of bad core rules. Play at level 1, combats really go pretty quick and are not that hard to play through. If that would remain the baseline with even just a BIT more simplicity all the way up to epic the game would play far far better for most people I suspect. [/QUOTE]
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How necessary it is to have interrupting actions in the game?
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