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General Tabletop Discussion
*Pathfinder & Starfinder
Immediate Powers that gives bonus. How can we know when use them?
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<blockquote data-quote="Thundershield" data-source="post: 4868345" data-attributes="member: 55219"><p>That's exactly how we do it too.</p><p> </p><p>I've tried with the "hidden rolls" method, where players have to gamble if an interrupt's bonus is enough to negate the attack. Almost instantly all the players avoided those powers as they were too unreliable (with the exception of powers such as Sudden Scales, which grant a huge bonus).</p><p> </p><p>Telling players what defense is attacked and how high the creature rolled also gives them an idea of what they're fighting and how to defend against them. If the party's Fighter sees the Wizard got attacked by this poison-breathing monstrosity and hears it attacked Fortitude he'll know (arguably both in- and out-of-character) that he'd be good at defending against this beast. In other words, it allows for the players to develop their tactics mid-combat, and the level of meta-game intrusion is really at a minimum.</p><p> </p><p>Lastly, the bonus-to-defenses interrupts balance themselves. If a power only gives a +2 bonus you can only use it when an attack hits by a margin of 1, so the power is still limited. If you're only hit by attacks that roll 2 or more above your defenses, the power will basically be useless for all of that encounter, but if used when the opportunity arises, it will potentially cancel out an attack entirely, which is pretty potent.</p><p> </p><p>In other words, these powers are circumstantial but potent, which is perfect. I fully support them.</p></blockquote><p></p>
[QUOTE="Thundershield, post: 4868345, member: 55219"] That's exactly how we do it too. I've tried with the "hidden rolls" method, where players have to gamble if an interrupt's bonus is enough to negate the attack. Almost instantly all the players avoided those powers as they were too unreliable (with the exception of powers such as Sudden Scales, which grant a huge bonus). Telling players what defense is attacked and how high the creature rolled also gives them an idea of what they're fighting and how to defend against them. If the party's Fighter sees the Wizard got attacked by this poison-breathing monstrosity and hears it attacked Fortitude he'll know (arguably both in- and out-of-character) that he'd be good at defending against this beast. In other words, it allows for the players to develop their tactics mid-combat, and the level of meta-game intrusion is really at a minimum. Lastly, the bonus-to-defenses interrupts balance themselves. If a power only gives a +2 bonus you can only use it when an attack hits by a margin of 1, so the power is still limited. If you're only hit by attacks that roll 2 or more above your defenses, the power will basically be useless for all of that encounter, but if used when the opportunity arises, it will potentially cancel out an attack entirely, which is pretty potent. In other words, these powers are circumstantial but potent, which is perfect. I fully support them. [/QUOTE]
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Immediate Powers that gives bonus. How can we know when use them?
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