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*Pathfinder & Starfinder
Jonathan Tweet denounces Power Attack
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<blockquote data-quote="Henry" data-source="post: 3897960" data-attributes="member: 158"><p>I will say that the first time we've (my game group) really LOOKED at Grappling (as in, really used it extensively with lots of grappling-related feats) was the past three game sessions, with one of the PCs as a grappling-built character. We spent so much time debating if this clever wrestling feat goes off before that op-attack, or this close-quarters fighting feat works with that other conditional modifier, etc. that it dominated the whole combat's time. In fact, the player of a party barbarian, when wrestling the other PC, was so flustered he conceded their bout rather than try to figure out if he stood a chance. The rules weren't broken, really - but they were extremely convoluted.</p><p></p><p>Power attack, I can understand, can be convoluted to those over-analyzing it; however, if there's one thing that some of my group are concerned with it's the total stamping out of all in-game "tinkering" options that the designers seem to be doing. It happened with Star Wars - there have been some rather long discussions on the WotC forums about tech specialist characters losing their reasons for existance; Rodney provided some good web enchancements, mind you, but because of careful "bonus rationing," a lot of the focus was moved from tweaking stuff and making stuff, over to high-action maneuvers.</p><p></p><p>I see the same sort of thing with skills - no more tinkering with 3 points here and 5 points there possible, every 5th level character gets a certain amount of bonus to each, and there's no micro-managing that. Vancian spellcasting bites the dust in the same way - the fewer memorizations, the fewer "strategic" options to be tweaked. It's great for the majority of players who don't care about it, but for that minority who love the micro-management of resources, it's looking like a pretty sparse field.</p></blockquote><p></p>
[QUOTE="Henry, post: 3897960, member: 158"] I will say that the first time we've (my game group) really LOOKED at Grappling (as in, really used it extensively with lots of grappling-related feats) was the past three game sessions, with one of the PCs as a grappling-built character. We spent so much time debating if this clever wrestling feat goes off before that op-attack, or this close-quarters fighting feat works with that other conditional modifier, etc. that it dominated the whole combat's time. In fact, the player of a party barbarian, when wrestling the other PC, was so flustered he conceded their bout rather than try to figure out if he stood a chance. The rules weren't broken, really - but they were extremely convoluted. Power attack, I can understand, can be convoluted to those over-analyzing it; however, if there's one thing that some of my group are concerned with it's the total stamping out of all in-game "tinkering" options that the designers seem to be doing. It happened with Star Wars - there have been some rather long discussions on the WotC forums about tech specialist characters losing their reasons for existance; Rodney provided some good web enchancements, mind you, but because of careful "bonus rationing," a lot of the focus was moved from tweaking stuff and making stuff, over to high-action maneuvers. I see the same sort of thing with skills - no more tinkering with 3 points here and 5 points there possible, every 5th level character gets a certain amount of bonus to each, and there's no micro-managing that. Vancian spellcasting bites the dust in the same way - the fewer memorizations, the fewer "strategic" options to be tweaked. It's great for the majority of players who don't care about it, but for that minority who love the micro-management of resources, it's looking like a pretty sparse field. [/QUOTE]
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Jonathan Tweet denounces Power Attack
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