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General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder overhaul suggestions, pt. 2
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<blockquote data-quote="phloog" data-source="post: 4647508" data-attributes="member: 59219"><p>Opinion: I don't like the idea of reactive counterspelling leading to any sort of looping stuff....and I'm not sure I like the idea of reactive counterspells at ALL.</p><p> </p><p>Actions ARE precious, and while I think that a fighter could Ready an action to fire a crossbow at a charging foe, short of killing that charging foe it doesn't necessarily stop the charge.</p><p> </p><p>To me Ready is to allow you to TRY to stop an action, or to get your licks in before it happens. If you succeed, the opponent has been thwarted in some way...they don't get another chance to try something else.</p><p> </p><p>I think you'll get into problems of logic AND game flow with any kind of 'try again...no?...try again...mechanic'.</p><p> </p><p>I may be way off base here, so I'm interested in different/better thoughts. And I may be forking this thread too severely.</p><p> </p><p>I think about a round being six seconds long, and I think about how much you can accomplish in six seconds...I know that often a spell takes a STANDARD action, which is arguably about half a round, because you can in a round move twice, or move and take a standard action.</p><p> </p><p>Say a typical spell then takes a standard action of three seconds. </p><p> </p><p>Let's assume the more basic dispel, where you use a Fireball to dispel a Fireball. So it takes that person three seconds to cast her spell, and three seconds to cast yours, which is basically Fireball * (-1). You have to see the spell, and make a Spellcraft check. Granted, by the rules this takes 'no action'...it just seems like it SHOULD take time to recognize the spell, pull your spell from memory, etc.</p><p> </p><p>Anyway...ignoring my issue about whether or not it should work that way, you can see how it gets more goofy if suddenly after you dispel my Fireball with yours, and I try again with Lightning Bolt and someone nullifies that...eventually you get into a situation where unless all recognition, decisions, and casting takes no time, a wizard's round is suddenly an hour and a half long in GAME time.</p></blockquote><p></p>
[QUOTE="phloog, post: 4647508, member: 59219"] Opinion: I don't like the idea of reactive counterspelling leading to any sort of looping stuff....and I'm not sure I like the idea of reactive counterspells at ALL. Actions ARE precious, and while I think that a fighter could Ready an action to fire a crossbow at a charging foe, short of killing that charging foe it doesn't necessarily stop the charge. To me Ready is to allow you to TRY to stop an action, or to get your licks in before it happens. If you succeed, the opponent has been thwarted in some way...they don't get another chance to try something else. I think you'll get into problems of logic AND game flow with any kind of 'try again...no?...try again...mechanic'. I may be way off base here, so I'm interested in different/better thoughts. And I may be forking this thread too severely. I think about a round being six seconds long, and I think about how much you can accomplish in six seconds...I know that often a spell takes a STANDARD action, which is arguably about half a round, because you can in a round move twice, or move and take a standard action. Say a typical spell then takes a standard action of three seconds. Let's assume the more basic dispel, where you use a Fireball to dispel a Fireball. So it takes that person three seconds to cast her spell, and three seconds to cast yours, which is basically Fireball * (-1). You have to see the spell, and make a Spellcraft check. Granted, by the rules this takes 'no action'...it just seems like it SHOULD take time to recognize the spell, pull your spell from memory, etc. Anyway...ignoring my issue about whether or not it should work that way, you can see how it gets more goofy if suddenly after you dispel my Fireball with yours, and I try again with Lightning Bolt and someone nullifies that...eventually you get into a situation where unless all recognition, decisions, and casting takes no time, a wizard's round is suddenly an hour and a half long in GAME time. [/QUOTE]
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Pathfinder overhaul suggestions, pt. 2
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