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General Tabletop Discussion
*Pathfinder & Starfinder
Sprint Skill (also adds a chase mechanic)
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<blockquote data-quote="Lord Zardoz" data-source="post: 3699002" data-attributes="member: 704"><p>I think we are a bit divergent in our approaches to the difficulty of using this type of skill. You suggest making the DC's higher, but having a reduced penalty. I went with having reasonably easy DC's with a harsh penalty on over use. Lower DC's make the skill usable at low levels. Having a +10 Movement burst attainable at low levels makes the skill worth while. At only +5 movement being attainable, it is really not that worth while. Also, keeping the DC's lower makes the skill useable untrained. I would very much like to be able to run a chase sequence with untrained characters using it.</p><p></p><p>Also, while my original method is a bit Dice happy, your suggestions tend towards heavier book keeping.</p><p></p><p>Still, there are some things in your suggestion I like.</p><p></p><p>- Using ability damage rather than the Fatigued condition as a deterrent.</p><p>- Having a preset limit on uses before forcing Fort saves.</p><p>- Having the skill interact with Bull rush and Over run.</p><p></p><p>I am a bit iffy on the increased DC's for Double Move / Run, since that makes untrained use of the skill essentially impossible during a chase. But you are right that when using a Run movement, you are already exerting yourself.</p><p></p><p>I am at work right now, but I think I will work out some revisions later tonight. Thanks for the ideas.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3699002, member: 704"] I think we are a bit divergent in our approaches to the difficulty of using this type of skill. You suggest making the DC's higher, but having a reduced penalty. I went with having reasonably easy DC's with a harsh penalty on over use. Lower DC's make the skill usable at low levels. Having a +10 Movement burst attainable at low levels makes the skill worth while. At only +5 movement being attainable, it is really not that worth while. Also, keeping the DC's lower makes the skill useable untrained. I would very much like to be able to run a chase sequence with untrained characters using it. Also, while my original method is a bit Dice happy, your suggestions tend towards heavier book keeping. Still, there are some things in your suggestion I like. - Using ability damage rather than the Fatigued condition as a deterrent. - Having a preset limit on uses before forcing Fort saves. - Having the skill interact with Bull rush and Over run. I am a bit iffy on the increased DC's for Double Move / Run, since that makes untrained use of the skill essentially impossible during a chase. But you are right that when using a Run movement, you are already exerting yourself. I am at work right now, but I think I will work out some revisions later tonight. Thanks for the ideas. END COMMUNICATION [/QUOTE]
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