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General Tabletop Discussion
*Pathfinder & Starfinder
Let the Players Manage themselves Part 2
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<blockquote data-quote="Gorrstagg" data-source="post: 4471193" data-attributes="member: 15863"><p>Just a quick note before I go get some sleep after work.</p><p></p><p>I think the posited counter, that this can be taken out of order is entirely plausible.</p><p></p><p>But it doesn't make sense in the slightest to have in the actions section which follows directly after, include a bullet. That specifically states, you can do your actions in any order, or skip them entirely.</p><p></p><p>That would seem to contradict the concept of the lack of such a caveat as then being an ordered structure.</p><p></p><p>Thus, they are bullet points, done in a certain order. Take damage first, then regenerate and so on.</p><p></p><p>Though what wepwawet said is really true. Whatever works best for the group.</p><p></p><p>But the rules as written didn't include a caveat, or exception to say you can go out of order, within that group. And while I realize that different people may of worked on those exceptions, right off the bat were told this is a game of specific rules, with tons of exceptions. There is no exception listed for the start of the turn which no one can skip. And it had bullet points listing specific things. If it said you can choose in what order the effects occur in the grouping, I could more easily support the perspective of in any order. But the rules they wrote don't include that.</p><p></p><p>That's why I took it as the author misquoted, or was going off of an internal version of the game they had been playing for a while that differed slightly from the final published materials. And was just going off of memory, and possibly a much older draft of the game.</p></blockquote><p></p>
[QUOTE="Gorrstagg, post: 4471193, member: 15863"] Just a quick note before I go get some sleep after work. I think the posited counter, that this can be taken out of order is entirely plausible. But it doesn't make sense in the slightest to have in the actions section which follows directly after, include a bullet. That specifically states, you can do your actions in any order, or skip them entirely. That would seem to contradict the concept of the lack of such a caveat as then being an ordered structure. Thus, they are bullet points, done in a certain order. Take damage first, then regenerate and so on. Though what wepwawet said is really true. Whatever works best for the group. But the rules as written didn't include a caveat, or exception to say you can go out of order, within that group. And while I realize that different people may of worked on those exceptions, right off the bat were told this is a game of specific rules, with tons of exceptions. There is no exception listed for the start of the turn which no one can skip. And it had bullet points listing specific things. If it said you can choose in what order the effects occur in the grouping, I could more easily support the perspective of in any order. But the rules they wrote don't include that. That's why I took it as the author misquoted, or was going off of an internal version of the game they had been playing for a while that differed slightly from the final published materials. And was just going off of memory, and possibly a much older draft of the game. [/QUOTE]
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Let the Players Manage themselves Part 2
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