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*Pathfinder & Starfinder
OAs/AoO - they gotta go
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<blockquote data-quote="Crazy Jerome" data-source="post: 5879441" data-attributes="member: 54877"><p>[MENTION=22953]SteelDragon[/MENTION], My view on a lot of these type of issues is that there is a subtle design and development difference between these approaches:</p><ol> <li data-xf-list-type="ol">Opportunity Attacks are not in the system. As an option, you can add them.</li> <li data-xf-list-type="ol">Opportunity Attacks are in the system. As an option, you can drop them.</li> <li data-xf-list-type="ol">Opportunity Attacks are in the system. As an option, you can ramp them up or down in importance, including ramping them down to effectively "never comes up in play, can safely ignore it."</li> </ol><p>My opinion is that if someone truly wants to satisfy as many people as possible, the third option is always superior. For some things, OAs among them, you might very well set the default position to "never comes up in play, can safely ignore it."</p><p> </p><p>But saying that things can be "added" or "removed" seldom works out as well as people tend to expect. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>And lest someone pick up on my reference to "dials" and take it overly literally, the exact means can include "on/off switches" and other mechanical means. I'm still saying it is better to have OAs in, but turned "off" by default, than to not have them in, but something you can add by module.</p><p> </p><p>A crude example would be having an OA system, complete with provokes, and one of the options for what provokes an OA is "nothing". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5879441, member: 54877"] [MENTION=22953]SteelDragon[/MENTION], My view on a lot of these type of issues is that there is a subtle design and development difference between these approaches: [LIST=1] [*]Opportunity Attacks are not in the system. As an option, you can add them. [*]Opportunity Attacks are in the system. As an option, you can drop them. [*]Opportunity Attacks are in the system. As an option, you can ramp them up or down in importance, including ramping them down to effectively "never comes up in play, can safely ignore it." [/LIST]My opinion is that if someone truly wants to satisfy as many people as possible, the third option is always superior. For some things, OAs among them, you might very well set the default position to "never comes up in play, can safely ignore it." But saying that things can be "added" or "removed" seldom works out as well as people tend to expect. :D And lest someone pick up on my reference to "dials" and take it overly literally, the exact means can include "on/off switches" and other mechanical means. I'm still saying it is better to have OAs in, but turned "off" by default, than to not have them in, but something you can add by module. A crude example would be having an OA system, complete with provokes, and one of the options for what provokes an OA is "nothing". :) [/QUOTE]
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