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General Tabletop Discussion
*Pathfinder & Starfinder
Law and Chaos gone? Good Riddance!
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<blockquote data-quote="bonethug0108" data-source="post: 3969591" data-attributes="member: 58528"><p>Well I should have added the second part to that. I've been arguing this elsewhere and it has become exhaustive.</p><p></p><p>Interpretation can be a big plus. I actually like the idea of alignment. I think where it BECOMES bad is when so many of the core mechanics are tied to it.</p><p></p><p>Think of any rule that is not clearly defined. Now don't you think it would be better if a rule was clearly defined rather than not because of what it leads to: arguments?</p><p></p><p>Here's an example of a rule about throwing a knife(not well defined):</p><p>To throw a knife first decide who your target is and then throw it at them.</p><p></p><p>Here is the example with it being well(or well based on how quickly I wrote this<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) defined:</p><p>1. Determine if you have line of sight to the target.</p><p>2. Determine how far away your intended target is and then take into account the penalty for distance based on the weapons range when making the attack roll.</p><p>3. Make an attack roll against the target, taking into account all relevant modifiers.</p><p>4. Determine if you hit the target.</p><p>5. If you hit the target roll the damage and add any relevant modifiers.</p><p></p><p>Can you guess how many issues can come up when using the first one? Or even using the second one(no mention of cover, damage reduction, etc.)?</p><p></p><p>Now if you would take and untie alignment from the rest of the mechanics of the game and make it its own system, I think it would work a million times better, and I hope this is what they are doing.</p></blockquote><p></p>
[QUOTE="bonethug0108, post: 3969591, member: 58528"] Well I should have added the second part to that. I've been arguing this elsewhere and it has become exhaustive. Interpretation can be a big plus. I actually like the idea of alignment. I think where it BECOMES bad is when so many of the core mechanics are tied to it. Think of any rule that is not clearly defined. Now don't you think it would be better if a rule was clearly defined rather than not because of what it leads to: arguments? Here's an example of a rule about throwing a knife(not well defined): To throw a knife first decide who your target is and then throw it at them. Here is the example with it being well(or well based on how quickly I wrote this:p) defined: 1. Determine if you have line of sight to the target. 2. Determine how far away your intended target is and then take into account the penalty for distance based on the weapons range when making the attack roll. 3. Make an attack roll against the target, taking into account all relevant modifiers. 4. Determine if you hit the target. 5. If you hit the target roll the damage and add any relevant modifiers. Can you guess how many issues can come up when using the first one? Or even using the second one(no mention of cover, damage reduction, etc.)? Now if you would take and untie alignment from the rest of the mechanics of the game and make it its own system, I think it would work a million times better, and I hope this is what they are doing. [/QUOTE]
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Law and Chaos gone? Good Riddance!
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