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<blockquote data-quote="Pbartender" data-source="post: 4859580" data-attributes="member: 7533"><p>I've found this...</p><p></p><p></p><p></p><p>...to be a pro, rather than a con, because in my group, it tends to encourage this...</p><p></p><p></p><p></p><p>Which I like.</p><p></p><p>Something else that I don't think has been mentioned yet...</p><p></p><p>For me and my group, improvising actions that fall outside the rules is at least as easy, if not easier, than 3E. The conversion of 3E Saves into Defensive stats has helped a lot. Not so much because the numbers or process are any more intuitive, but because all the numbers and stats you need to reference will be right there in the opponent's stat block. In other words, there's much less need to go looking up the DC in the book for using skill checks against enemies, all you need to do is choose the appropriate skill or ability for the "attack" and the appropriate defense -- Fortitude, Reflex or Will.</p><p></p><p>So, should a player decide he wants to haggle a little bit for an item he's buying, I can say, "Sure, use Bluff, Diplomacy, Intimidate or Sense Motive. Your target is the merchant's Will Defense. Success gets you a discount. Failure raises the price. I'll let you try up to five times and any price changes are cumulative."</p><p></p><p>Likewise, in combat, if someone wants to do something that lies outside the normal bounds of powers and actions, it's fairly easy to adjudicate on the fly. If a character decides to throw a cream pie at an enemy, I can rule, "Alright... Take a Standard Action to make a Dexterity attack versus his Reflex Defense. If you hit him, he'll be Dazed until the end of your next turn, while he wipes the pie off his face. Also, if you hit him and you want to, I'll let you take a Minor Action to taunt him by making a Charisma attack versus his Will Defense. If that hits, he'll also be marked by you until the end of your next turn."</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4859580, member: 7533"] I've found this... ...to be a pro, rather than a con, because in my group, it tends to encourage this... Which I like. Something else that I don't think has been mentioned yet... For me and my group, improvising actions that fall outside the rules is at least as easy, if not easier, than 3E. The conversion of 3E Saves into Defensive stats has helped a lot. Not so much because the numbers or process are any more intuitive, but because all the numbers and stats you need to reference will be right there in the opponent's stat block. In other words, there's much less need to go looking up the DC in the book for using skill checks against enemies, all you need to do is choose the appropriate skill or ability for the "attack" and the appropriate defense -- Fortitude, Reflex or Will. So, should a player decide he wants to haggle a little bit for an item he's buying, I can say, "Sure, use Bluff, Diplomacy, Intimidate or Sense Motive. Your target is the merchant's Will Defense. Success gets you a discount. Failure raises the price. I'll let you try up to five times and any price changes are cumulative." Likewise, in combat, if someone wants to do something that lies outside the normal bounds of powers and actions, it's fairly easy to adjudicate on the fly. If a character decides to throw a cream pie at an enemy, I can rule, "Alright... Take a Standard Action to make a Dexterity attack versus his Reflex Defense. If you hit him, he'll be Dazed until the end of your next turn, while he wipes the pie off his face. Also, if you hit him and you want to, I'll let you take a Minor Action to taunt him by making a Charisma attack versus his Will Defense. If that hits, he'll also be marked by you until the end of your next turn." [/QUOTE]
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