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General Tabletop Discussion
*Pathfinder & Starfinder
Implementation of divine powers
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<blockquote data-quote="pukunui" data-source="post: 4089716" data-attributes="member: 54629"><p>I can't confirm it but it's possible the Healing Word and Lay on Hands uses aren't fixed but are rather determined by an ability score modifier or something. Those DDXP character sheets were written in such a way so as to hide some of the underlying mechanics of things by just telling you what each feat/power/etc could do at 1st level for that specific character with their specific ability scores, race, and so on.</p><p></p><p>I agree that the whole "I can give one of my allies a defensive bonus because I struck one of my enemies" thing is a bit strange too. It wouldn't be so much of an issue of it was an aura type thing that affected all allies in range (this could be imagined/described as a morale boost or inspiration or whatever), but because the cleric/paladin (and possibly warlord too) has to designate a specific ally, it becomes very difficult to imagine/describe in game-world terms. Why only one ally? That's what I don't get about it.</p><p></p><p>EDIT: Perhaps it's meant to go something like this: "Bahamut, I have smitten one of your hated foes. In return, I would ask a small favor: please protect my ally, [insert PC name here], for a moment ..."</p><p></p><p>That's pretty lame, though, especially the short duration. If it lasted the rest of the encounter, that would help it make more sense (and I suppose perhaps some of the higher-level powers might), but as it is, it's pretty lame and hard to visualize in-game. These things should either affect all allies within an aura radius or else it should affect one person but last the rest of the encounter (I thought all buffs were supposed to last for the rest of the encounter so you wouldn't have to track them, but it seems like all of these 1st level ones just last for one round or so).</p><p></p><p>EDIT 2: Having just gone and reread the power descriptions, it seems to me like what they do is allow the cleric and paladin to combine two unrelated actions (attacking a foe and casting a short-duration defensive spell on an ally) into one. This is quite dumb. I can see the point of the piggy-backing but it would definitely be better if the two actions being combined were actually related in some way and thus made sense in context.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4089716, member: 54629"] I can't confirm it but it's possible the Healing Word and Lay on Hands uses aren't fixed but are rather determined by an ability score modifier or something. Those DDXP character sheets were written in such a way so as to hide some of the underlying mechanics of things by just telling you what each feat/power/etc could do at 1st level for that specific character with their specific ability scores, race, and so on. I agree that the whole "I can give one of my allies a defensive bonus because I struck one of my enemies" thing is a bit strange too. It wouldn't be so much of an issue of it was an aura type thing that affected all allies in range (this could be imagined/described as a morale boost or inspiration or whatever), but because the cleric/paladin (and possibly warlord too) has to designate a specific ally, it becomes very difficult to imagine/describe in game-world terms. Why only one ally? That's what I don't get about it. EDIT: Perhaps it's meant to go something like this: "Bahamut, I have smitten one of your hated foes. In return, I would ask a small favor: please protect my ally, [insert PC name here], for a moment ..." That's pretty lame, though, especially the short duration. If it lasted the rest of the encounter, that would help it make more sense (and I suppose perhaps some of the higher-level powers might), but as it is, it's pretty lame and hard to visualize in-game. These things should either affect all allies within an aura radius or else it should affect one person but last the rest of the encounter (I thought all buffs were supposed to last for the rest of the encounter so you wouldn't have to track them, but it seems like all of these 1st level ones just last for one round or so). EDIT 2: Having just gone and reread the power descriptions, it seems to me like what they do is allow the cleric and paladin to combine two unrelated actions (attacking a foe and casting a short-duration defensive spell on an ally) into one. This is quite dumb. I can see the point of the piggy-backing but it would definitely be better if the two actions being combined were actually related in some way and thus made sense in context. [/QUOTE]
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