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*Pathfinder & Starfinder
Solos, Status Effects, and a House Rule
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<blockquote data-quote="Elric" data-source="post: 4800405" data-attributes="member: 1139"><p>Extending Karinsdad's rule to any condition is the "deity rule" with a reduced chance of making the save. It avoids the problem of making solos too hard to affect, since it's less generous to the solo than the deity rules. </p><p></p><p>Once you make it a "save that isn't modified by anything", you could easily pick the target on a d20 roll, since "save that isn't modified by anything" is no different "a roll with a 55% chance of success." You could adjust it to 11+ to shake an effect off for a true 50/50, and so forth.</p><p></p><p>"Condition" would include marks, but wouldn't include, say, a -2 to hit from Enfeebling Strike, or other "until end of next turn" debuffs (e.g., Ranger's Armor Splinter). </p><p></p><p>This could interact a little strangely with the different marking abilities. For example, a Paladin who marks a solo successfully can keep it marked every round without needing to mark it again, and can use the mark as a minor action, so he could potentially attempt a mark twice in a round at the beginning of combat. By comparison, a Fighter marks the target of his attack, so he won't generally be able to mark twice in a round, and has to re-mark every round.</p></blockquote><p></p>
[QUOTE="Elric, post: 4800405, member: 1139"] Extending Karinsdad's rule to any condition is the "deity rule" with a reduced chance of making the save. It avoids the problem of making solos too hard to affect, since it's less generous to the solo than the deity rules. Once you make it a "save that isn't modified by anything", you could easily pick the target on a d20 roll, since "save that isn't modified by anything" is no different "a roll with a 55% chance of success." You could adjust it to 11+ to shake an effect off for a true 50/50, and so forth. "Condition" would include marks, but wouldn't include, say, a -2 to hit from Enfeebling Strike, or other "until end of next turn" debuffs (e.g., Ranger's Armor Splinter). This could interact a little strangely with the different marking abilities. For example, a Paladin who marks a solo successfully can keep it marked every round without needing to mark it again, and can use the mark as a minor action, so he could potentially attempt a mark twice in a round at the beginning of combat. By comparison, a Fighter marks the target of his attack, so he won't generally be able to mark twice in a round, and has to re-mark every round. [/QUOTE]
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