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General Tabletop Discussion
*Pathfinder & Starfinder
Playtest: managing per encounter abilities of a Rogue and Fighter
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<blockquote data-quote="hong" data-source="post: 3853153" data-attributes="member: 537"><p>I have mixed feelings about combos. On the one hand, complexity is complexity. Even if you don't know or want to know about it, it can bite you if the group contains players with differing levels of mastery of the mechanics. While Fred is gamely hitting orcs for 10 points each round, Joe is dealing (an average of) 50 points by smart use of combos. On the other hand, you do want a level of tactical richness in the game, so that it doesn't become bland after 6 months.</p><p></p><p>The implied assumption is that Fred will eventually want to smarten up, and learn about those combos so that he can match Joe. This is okay up to a certain point, beyond which it starts feeling like work.</p></blockquote><p></p>
[QUOTE="hong, post: 3853153, member: 537"] I have mixed feelings about combos. On the one hand, complexity is complexity. Even if you don't know or want to know about it, it can bite you if the group contains players with differing levels of mastery of the mechanics. While Fred is gamely hitting orcs for 10 points each round, Joe is dealing (an average of) 50 points by smart use of combos. On the other hand, you do want a level of tactical richness in the game, so that it doesn't become bland after 6 months. The implied assumption is that Fred will eventually want to smarten up, and learn about those combos so that he can match Joe. This is okay up to a certain point, beyond which it starts feeling like work. [/QUOTE]
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Community
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Playtest: managing per encounter abilities of a Rogue and Fighter
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