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General Tabletop Discussion
*Pathfinder & Starfinder
Initiative order & multiple attacks.
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<blockquote data-quote="Cobblestone" data-source="post: 4038018" data-attributes="member: 57786"><p>In defense of the RAW, I've always considered a round to contain all sorts of swings and feints and misses, parries, etc, and the attack that you roll for is that one golden opportunity when the enemy leaves his proverbial shield raised a little too high. For me, multiple attacks do not represent the speed of the attacker per se, but rather their ability to identify opportunities or to take advantage of smaller openings with their superior skill. When my turn comes to attack, I imagine a series of vicious blows, after which, successful or not, I retreat back behind my shield and catch my breath on the defensive. (I realize I changed voice about ten times there.)</p><p></p><p>In other games, I picture other things. In Shadowrun 1st edition, it made perfect sense that the person with the wired reflexes went before everyone else. I had far more problems with the fact that a grenade couldn't kill you.</p><p></p><p>I also enjoyed the Chaosium-Avalon Hill version of Runequest, where each round was ten segments long, and depending on your dexterity, etc., you might act on segments 1, 4 and 7 for example. Or maybe that was in a different game. I know the Hero System used something similar as well. </p><p></p><p>With few exceptions, once the group gets used to a system, things can go pretty fast.</p><p></p><p>Play the game the way you want to. If your house rule doesn't work out for some reason, try something else out. Not a big deal either way. Just be sure your players know how you're going to run it.</p></blockquote><p></p>
[QUOTE="Cobblestone, post: 4038018, member: 57786"] In defense of the RAW, I've always considered a round to contain all sorts of swings and feints and misses, parries, etc, and the attack that you roll for is that one golden opportunity when the enemy leaves his proverbial shield raised a little too high. For me, multiple attacks do not represent the speed of the attacker per se, but rather their ability to identify opportunities or to take advantage of smaller openings with their superior skill. When my turn comes to attack, I imagine a series of vicious blows, after which, successful or not, I retreat back behind my shield and catch my breath on the defensive. (I realize I changed voice about ten times there.) In other games, I picture other things. In Shadowrun 1st edition, it made perfect sense that the person with the wired reflexes went before everyone else. I had far more problems with the fact that a grenade couldn't kill you. I also enjoyed the Chaosium-Avalon Hill version of Runequest, where each round was ten segments long, and depending on your dexterity, etc., you might act on segments 1, 4 and 7 for example. Or maybe that was in a different game. I know the Hero System used something similar as well. With few exceptions, once the group gets used to a system, things can go pretty fast. Play the game the way you want to. If your house rule doesn't work out for some reason, try something else out. Not a big deal either way. Just be sure your players know how you're going to run it. [/QUOTE]
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Community
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Initiative order & multiple attacks.
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