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*Pathfinder & Starfinder
Rule of Three: March 13
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<blockquote data-quote="tlantl" data-source="post: 5849070" data-attributes="member: 55225"><p>All I can say about this weeks column is that it seems to be wasted space. </p><p></p><p>Let's talk about critical hit/ fumble charts, Why? They are time consuming and usually do things like target specific parts of the body, causing an injury that isn't otherwise modeled in game terms. Extra hp damage is faster and more in line with the game works.</p><p></p><p>Interrupts? New fangled grid iron thing?</p><p></p><p>I can see whole sections of combat rules that get ignored in my games, yay for modules.</p><p></p><p>Level? Themes okay. Spreading basic class abilities over three levels, not so much.</p><p></p><p>This doesn't sound very promising, especially if they decide that the majority of players will want to sacrifice two levels to being as good at their chosen field as they just aught to be from the start. It's bad enough that these games wind up being broken and no fun after ten or fifteen levels anyway, taking some of the fun* levels away doesn't sit well with me. </p><p></p><p>*Fun for me anyway. Upper level play just really takes a lot of the suspension of disbelief away when logic is tossed out in favor of unstoppable creatures and villains and out of control PCs. My players inhabit my world, the world doesn't revolve around the players.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5849070, member: 55225"] All I can say about this weeks column is that it seems to be wasted space. Let's talk about critical hit/ fumble charts, Why? They are time consuming and usually do things like target specific parts of the body, causing an injury that isn't otherwise modeled in game terms. Extra hp damage is faster and more in line with the game works. Interrupts? New fangled grid iron thing? I can see whole sections of combat rules that get ignored in my games, yay for modules. Level? Themes okay. Spreading basic class abilities over three levels, not so much. This doesn't sound very promising, especially if they decide that the majority of players will want to sacrifice two levels to being as good at their chosen field as they just aught to be from the start. It's bad enough that these games wind up being broken and no fun after ten or fifteen levels anyway, taking some of the fun* levels away doesn't sit well with me. *Fun for me anyway. Upper level play just really takes a lot of the suspension of disbelief away when logic is tossed out in favor of unstoppable creatures and villains and out of control PCs. My players inhabit my world, the world doesn't revolve around the players. [/QUOTE]
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Rule of Three: March 13
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