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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6148156" data-attributes="member: 2303"><p>This is a very good narrative device, but it works just as well for everyone. I won't kick you out of the thread or anything for that or anything (not that I could if I wanted) - narrative devices spellcasters can use are also cool. But in a way it makes more sense for mundane characters to do this - it is generally assumed that spellcasters spend a lot of off-screen time pursuing their powers, while martial characters do not.</p><p></p><p></p><p></p><p> [MENTION=27570]sheadunne[/MENTION] brings up a valid point about fighter narrative control, but no, I don't think it is enough - and aggro control is also very contentious. In my 4E game, the fighter's control felt over-effective and basically meant there was very little tactical movement, ever (Come and Get it to gather opponents - and then most everyone are stuck there for the rest of the fight). While abilities like that give nice narrative control options in combat if written well, the narrative control I am speaking of deals with campaign issues more than tactical issues. But that need not be true to every player and/or DM - I am mainly a storyteller, with storyteller preferences. To me, fights are mainly a cool diversion while the story unfolds, kind of like a mini-game in a computer adventure game. The story is always the main thing.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6148156, member: 2303"] This is a very good narrative device, but it works just as well for everyone. I won't kick you out of the thread or anything for that or anything (not that I could if I wanted) - narrative devices spellcasters can use are also cool. But in a way it makes more sense for mundane characters to do this - it is generally assumed that spellcasters spend a lot of off-screen time pursuing their powers, while martial characters do not. [MENTION=27570]sheadunne[/MENTION] brings up a valid point about fighter narrative control, but no, I don't think it is enough - and aggro control is also very contentious. In my 4E game, the fighter's control felt over-effective and basically meant there was very little tactical movement, ever (Come and Get it to gather opponents - and then most everyone are stuck there for the rest of the fight). While abilities like that give nice narrative control options in combat if written well, the narrative control I am speaking of deals with campaign issues more than tactical issues. But that need not be true to every player and/or DM - I am mainly a storyteller, with storyteller preferences. To me, fights are mainly a cool diversion while the story unfolds, kind of like a mini-game in a computer adventure game. The story is always the main thing. [/QUOTE]
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Narrative Space Options for non-spellcasters
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