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General Tabletop Discussion
*Pathfinder & Starfinder
Speeding up combat: Ditching the Damage rolls.
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<blockquote data-quote="Prestidigitalis" data-source="post: 5439858" data-attributes="member: 74496"><p>The problem with that formulation -- "what power to use" -- is that it is an oversimplification. In 4e, there is also which enemy to attack, where to move to, whether to shift and achieve a suboptimal position or move and risk an OA, whether to use an action point, whether to toss in a minor action power, which ally to heal or grant a saving throw to or give a bonus to, and more. Most importantly, because 4e combat is so tactical, the set of choices that appear optimal when you are 3 slots down in the initiative order can change utterly and completely by the time your actual turn comes up.</p><p></p><p>I'm not saying that hemming and hawing never happen. It's just that all of the shortcuts are full of pitfalls. Attempts to "streamline" combat to speed things up can easily turn into "steamrolling" your best tacticians' capabilities.</p></blockquote><p></p>
[QUOTE="Prestidigitalis, post: 5439858, member: 74496"] The problem with that formulation -- "what power to use" -- is that it is an oversimplification. In 4e, there is also which enemy to attack, where to move to, whether to shift and achieve a suboptimal position or move and risk an OA, whether to use an action point, whether to toss in a minor action power, which ally to heal or grant a saving throw to or give a bonus to, and more. Most importantly, because 4e combat is so tactical, the set of choices that appear optimal when you are 3 slots down in the initiative order can change utterly and completely by the time your actual turn comes up. I'm not saying that hemming and hawing never happen. It's just that all of the shortcuts are full of pitfalls. Attempts to "streamline" combat to speed things up can easily turn into "steamrolling" your best tacticians' capabilities. [/QUOTE]
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Speeding up combat: Ditching the Damage rolls.
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