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General Tabletop Discussion
*Pathfinder & Starfinder
MH's skirmish combat rules VS core PHB's combat rules
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<blockquote data-quote="Li Shenron" data-source="post: 1311799" data-attributes="member: 1465"><p>Here's a brief list of the most relevant differences in the skirmish rules compared to the PHB rules...</p><p></p><p></p><p></p><p>Initiative: rolled by the whole team every round, then every player "activates" in turn 2 creatures at a time (by choice) until all creatures have acted, and then it's next round</p><p></p><p>Weapons: you must use the only attacks provided, but you may have both a melee and a ranged attack provided, in which case you can switch freely between them</p><p></p><p>Damage: fixed in multiples of 5 (as well as the HP); a creature immediately dies at 0 HP</p><p></p><p>Critical hits: no confirmation roll; always 20/x2</p><p></p><p>AoOs: no limit to how many per round</p><p></p><p>Charge: you can only charge the closest enemy; you can't charge if you start in a threatened square</p><p></p><p>Ranged attacks: you can only attack the closest enemy; you can't attack if you are in a threatened square; you can't do a ranged attack if you don't have a ranged attack score (e.g. you can't throw a melee weapon, save specific cases); no range penalties or otherwise a simple 9ft max range</p><p></p><p>Spells: you can only cast a spell at the closest enemy; you can't cast if you are in a threatened square (except touch spells, which don't provoke AoO); more or less every spell has been simplified; no bonus types (different spells stack, same spell doesn't)</p><p></p><p>Saving throws: only one type exist, bonus based on creature's level only; every spell which deals damage gives a save-half</p><p></p><p></p><p></p><p>Command rules: totally new (mostly they are restrictions when a creature is beyond command)</p><p></p><p>Moral rules: totally new (basically a TS at 50% HP, or you must escape via the shortest route)</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1311799, member: 1465"] Here's a brief list of the most relevant differences in the skirmish rules compared to the PHB rules... Initiative: rolled by the whole team every round, then every player "activates" in turn 2 creatures at a time (by choice) until all creatures have acted, and then it's next round Weapons: you must use the only attacks provided, but you may have both a melee and a ranged attack provided, in which case you can switch freely between them Damage: fixed in multiples of 5 (as well as the HP); a creature immediately dies at 0 HP Critical hits: no confirmation roll; always 20/x2 AoOs: no limit to how many per round Charge: you can only charge the closest enemy; you can't charge if you start in a threatened square Ranged attacks: you can only attack the closest enemy; you can't attack if you are in a threatened square; you can't do a ranged attack if you don't have a ranged attack score (e.g. you can't throw a melee weapon, save specific cases); no range penalties or otherwise a simple 9ft max range Spells: you can only cast a spell at the closest enemy; you can't cast if you are in a threatened square (except touch spells, which don't provoke AoO); more or less every spell has been simplified; no bonus types (different spells stack, same spell doesn't) Saving throws: only one type exist, bonus based on creature's level only; every spell which deals damage gives a save-half Command rules: totally new (mostly they are restrictions when a creature is beyond command) Moral rules: totally new (basically a TS at 50% HP, or you must escape via the shortest route) [/QUOTE]
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