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General Tabletop Discussion
*Pathfinder & Starfinder
Speeding up combat with Skirmishes & Set-Pieces
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<blockquote data-quote="LostSoul" data-source="post: 5806161" data-attributes="member: 386"><p>I use a similar approach.</p><p></p><p></p><p></p><p>I tend not to get into melee "clenches" for a few reasons.</p><p></p><p>1. I require Martial Encounter powers to have some sort of fictional trigger. The upside is that they can be used whenever that trigger is met. Monsters also follow this behaviour, though I have to ad-lib the trigger on the fly.</p><p></p><p>This means that you're always rewarded if you try to work the melee to your specific advantage. You don't get locked down into wailing on each other, you're always trying to manipulate your opponent.</p><p></p><p>The problem is that some of my players don't understand the concept of setting up an attack and have trouble coming up with a trigger. Players who have martial arts experience didn't have this problem.</p><p></p><p>This doesn't speed up combat but it does bring it to life.</p><p></p><p>2. I allow skill checks in replace of attack rolls if you're not trying to do damage. This means that if you're trying to grapple someone, you can make a skill check. You don't do damage, though, but locking up someone is often pretty awesome.</p><p></p><p>3. I allow attacks to permanently maim targets if the following conditions are met: the target is bloodied before or after the attack and cannot defend themselves from attack. An example: A giant ant queen grabbed a PC in her mandibles. She was bloodied and the PC hacked off one of her mandibles.</p><p></p><p>2 and 3 can work together nicely; if you put an arm lock on someone, an ally can hack his hand off.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5806161, member: 386"] I use a similar approach. I tend not to get into melee "clenches" for a few reasons. 1. I require Martial Encounter powers to have some sort of fictional trigger. The upside is that they can be used whenever that trigger is met. Monsters also follow this behaviour, though I have to ad-lib the trigger on the fly. This means that you're always rewarded if you try to work the melee to your specific advantage. You don't get locked down into wailing on each other, you're always trying to manipulate your opponent. The problem is that some of my players don't understand the concept of setting up an attack and have trouble coming up with a trigger. Players who have martial arts experience didn't have this problem. This doesn't speed up combat but it does bring it to life. 2. I allow skill checks in replace of attack rolls if you're not trying to do damage. This means that if you're trying to grapple someone, you can make a skill check. You don't do damage, though, but locking up someone is often pretty awesome. 3. I allow attacks to permanently maim targets if the following conditions are met: the target is bloodied before or after the attack and cannot defend themselves from attack. An example: A giant ant queen grabbed a PC in her mandibles. She was bloodied and the PC hacked off one of her mandibles. 2 and 3 can work together nicely; if you put an arm lock on someone, an ally can hack his hand off. [/QUOTE]
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