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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="Reynard" data-source="post: 3829596" data-attributes="member: 467"><p>There's another option, which is to contribute in ways that aren't necessarily related to dealing damage. In 3.x, for example, a rogue can help flank, aid another, use his more capable movement (via tumble) to help control the battlefield, and otherwise engage in tactical play that helps the entire group be successful.</p><p></p><p>As I said before, an adventure that is designed with nothing but undead or constructs or whatever is a poorly designed adventure. Versimilitude or not, the game is built in such a way that the rogue, for example, is supposed to have opportunity to use his sneak attack a good portion of the time. But this isn't to say there are some instances in which the rogue might not be able to -- and it is during those instances that it is up to the player to continue to be a valuable asset to the group by contributing (or even staying the hell out of the way, so as not to get smashed so he can be valuable later on).</p><p></p><p>There is no reason, particularly in 3E with its myriad of tactical choices, for any character to "sit on his thumbs" in any given encounter if the player really wants to get involved. There's smart decisions, there's good tactics, but there's still plenty of opportunity for even the wizard who has cast his last magic missile to contribute. D&D is team based, not "group of individuals" based, and players that can't assume a support role in certain situations are doing their team a disservice.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3829596, member: 467"] There's another option, which is to contribute in ways that aren't necessarily related to dealing damage. In 3.x, for example, a rogue can help flank, aid another, use his more capable movement (via tumble) to help control the battlefield, and otherwise engage in tactical play that helps the entire group be successful. As I said before, an adventure that is designed with nothing but undead or constructs or whatever is a poorly designed adventure. Versimilitude or not, the game is built in such a way that the rogue, for example, is supposed to have opportunity to use his sneak attack a good portion of the time. But this isn't to say there are some instances in which the rogue might not be able to -- and it is during those instances that it is up to the player to continue to be a valuable asset to the group by contributing (or even staying the hell out of the way, so as not to get smashed so he can be valuable later on). There is no reason, particularly in 3E with its myriad of tactical choices, for any character to "sit on his thumbs" in any given encounter if the player really wants to get involved. There's smart decisions, there's good tactics, but there's still plenty of opportunity for even the wizard who has cast his last magic missile to contribute. D&D is team based, not "group of individuals" based, and players that can't assume a support role in certain situations are doing their team a disservice. [/QUOTE]
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