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*Pathfinder & Starfinder
Loss of imagination
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<blockquote data-quote="ravenight" data-source="post: 4297717" data-attributes="member: 69229"><p>The rules intentionally leave a lot of leeway for free-form ideas to make sense, but as a result the things which are defined are defined fairly rigidly, so there are fewer opportunities for this.</p><p></p><p>The DMG actually explains that whatever a player wants to do that isn't in the rules should be doable, with some form of check or attack roll. So if you want to use Command to make the target take off their clothes, the DM may allow that - it might just require the normal attack, but give the clothes-removal instead of the normal results. Or, it might do the clothes removal in addition to the normal results, but not if the target is wearing armor and in combat, or it might require a hard DC arcana check as well, etc.</p><p></p><p>Really, there's plenty of leeway for things you want to do to just be skill checks or attacks or skill checks followed by attacks. Want to use Magic Missile to cut the rope so a chandelier falls on your enemies? Make an attack roll against their reflex, use the "limited" damage column (how many chandeliers could there be?). Want to use your knowledge of magic to disrupt an enemy's spellcasting? Ready an action and when he casts a spell, make an opposed arcana check to disrupt the spell (maybe that gives a -2 or -5 to attack rolls with it, or just outright makes it miss).</p><p></p><p>Basically anything that is remotely justifiable is actually fairly easy to adjudicate in the new system. The most important thing to bear in mind when doing so is: if the player spends a standard action to do something they are reasonably good, they should get an effect about as strong as an at-will power. If it is far harder to pull off, the pay off can be far larger.</p></blockquote><p></p>
[QUOTE="ravenight, post: 4297717, member: 69229"] The rules intentionally leave a lot of leeway for free-form ideas to make sense, but as a result the things which are defined are defined fairly rigidly, so there are fewer opportunities for this. The DMG actually explains that whatever a player wants to do that isn't in the rules should be doable, with some form of check or attack roll. So if you want to use Command to make the target take off their clothes, the DM may allow that - it might just require the normal attack, but give the clothes-removal instead of the normal results. Or, it might do the clothes removal in addition to the normal results, but not if the target is wearing armor and in combat, or it might require a hard DC arcana check as well, etc. Really, there's plenty of leeway for things you want to do to just be skill checks or attacks or skill checks followed by attacks. Want to use Magic Missile to cut the rope so a chandelier falls on your enemies? Make an attack roll against their reflex, use the "limited" damage column (how many chandeliers could there be?). Want to use your knowledge of magic to disrupt an enemy's spellcasting? Ready an action and when he casts a spell, make an opposed arcana check to disrupt the spell (maybe that gives a -2 or -5 to attack rolls with it, or just outright makes it miss). Basically anything that is remotely justifiable is actually fairly easy to adjudicate in the new system. The most important thing to bear in mind when doing so is: if the player spends a standard action to do something they are reasonably good, they should get an effect about as strong as an at-will power. If it is far harder to pull off, the pay off can be far larger. [/QUOTE]
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