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General Tabletop Discussion
*Pathfinder & Starfinder
Is damage-at-start-of-turn really Control?
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<blockquote data-quote="Gradine" data-source="post: 5224717" data-attributes="member: 57112"><p>Let's not forget too that "control" was a very nebulous thing when we just had the PHB 1. It still, in many ways, is; they're the only role without a "every class in the role has this" mechanic (marking, adding damage, healing), which means there's no "default" way to play a controller. As such, you need to be a little more creative with your powers.</p><p></p><p>Damage at the beginning of the turn powers, as has already been stated, has the opposite use of powers that deal damage at the end of the turn. End-damage powers you place where monsters are already where you don't want them to be. Start-damage powers you place where you don't want monsters to go. Both turn into the latter kind eventually, only start-damage gives you guaranteed damage and end-damage gives you greater imperative to move on the first round.</p><p></p><p>They are, in many ways, the duct tape and WD-40 of battlefield control; they're the only tools you ever really need. If it moves when it shouldn't, use start-damage; if it isn't moving when it should, use end-damage. ;-)</p></blockquote><p></p>
[QUOTE="Gradine, post: 5224717, member: 57112"] Let's not forget too that "control" was a very nebulous thing when we just had the PHB 1. It still, in many ways, is; they're the only role without a "every class in the role has this" mechanic (marking, adding damage, healing), which means there's no "default" way to play a controller. As such, you need to be a little more creative with your powers. Damage at the beginning of the turn powers, as has already been stated, has the opposite use of powers that deal damage at the end of the turn. End-damage powers you place where monsters are already where you don't want them to be. Start-damage powers you place where you don't want monsters to go. Both turn into the latter kind eventually, only start-damage gives you guaranteed damage and end-damage gives you greater imperative to move on the first round. They are, in many ways, the duct tape and WD-40 of battlefield control; they're the only tools you ever really need. If it moves when it shouldn't, use start-damage; if it isn't moving when it should, use end-damage. ;-) [/QUOTE]
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Community
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Is damage-at-start-of-turn really Control?
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