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General Tabletop Discussion
*Pathfinder & Starfinder
How to Legally Overcome Flatfooted
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<blockquote data-quote="Bastoche" data-source="post: 2112394" data-attributes="member: 306"><p>So? As long as I follow the rules as written, what's the problem? Here you want to go the otehr way around i.e. change the rules to fit your perception...</p><p></p><p></p><p></p><p>You are doing the mistake you accuse me of doing! On the other hand, I would conclude you have improved initiative and/or more dex than the typical guy who has not your training. According to the rules, even if you allowed everyone not to be flat-footed, since their weapons are sheathed, they couldn't even stop an armed rogue to run for the mage...</p><p></p><p>Edit: I just thought of something: A Monk with uncanny dodge can AoO a running rogue even if he lose initiative. That would better represent someone with skills in TKD <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>That's why it provokes and AoO. Howerver, they can still try to avoid the blow (concentration check and dex bonus vs the attack) A spellcaster with S component actually moves (and that's if he didn't 5 ft steped before) and someone who cast a spell without S component can avoid blows at will. I still stick to my point that winning initiative is NOT about awareness, it's about coordination before motioning for the fight. It may be a biased interpretation, but it follows the rule and does not demand for a change that would basically shaft the rogue.</p><p></p><p></p><p></p><p>All action for one character. I personnally see this as each character having it's own round or so to speak all going in order of initiative. Once you hit your init score for the first time, it's one continuous round spearated by actions at each round. Anyway, my interpretation is irrelevant. The rules make all action occurs simultaneously for sake of symplicity and class/feats/skills/spells/etc mechanics are balanced with these rules in mind. Changing anything in them for sake of realism breaks the balance equilibrium. If you want a better combat system, pick another rule set <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> There's plenty around.</p></blockquote><p></p>
[QUOTE="Bastoche, post: 2112394, member: 306"] So? As long as I follow the rules as written, what's the problem? Here you want to go the otehr way around i.e. change the rules to fit your perception... You are doing the mistake you accuse me of doing! On the other hand, I would conclude you have improved initiative and/or more dex than the typical guy who has not your training. According to the rules, even if you allowed everyone not to be flat-footed, since their weapons are sheathed, they couldn't even stop an armed rogue to run for the mage... Edit: I just thought of something: A Monk with uncanny dodge can AoO a running rogue even if he lose initiative. That would better represent someone with skills in TKD :D That's why it provokes and AoO. Howerver, they can still try to avoid the blow (concentration check and dex bonus vs the attack) A spellcaster with S component actually moves (and that's if he didn't 5 ft steped before) and someone who cast a spell without S component can avoid blows at will. I still stick to my point that winning initiative is NOT about awareness, it's about coordination before motioning for the fight. It may be a biased interpretation, but it follows the rule and does not demand for a change that would basically shaft the rogue. All action for one character. I personnally see this as each character having it's own round or so to speak all going in order of initiative. Once you hit your init score for the first time, it's one continuous round spearated by actions at each round. Anyway, my interpretation is irrelevant. The rules make all action occurs simultaneously for sake of symplicity and class/feats/skills/spells/etc mechanics are balanced with these rules in mind. Changing anything in them for sake of realism breaks the balance equilibrium. If you want a better combat system, pick another rule set ;) There's plenty around. [/QUOTE]
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How to Legally Overcome Flatfooted
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