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Community
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*Pathfinder & Starfinder
Stun is Fun
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<blockquote data-quote="Badapple" data-source="post: 5094253" data-attributes="member: 71811"><p>I ran a combat a while ago where the warlock got stunned and he missed three saves in a row. So he basically had to sit out the whole fight. Talking with him later, he was frustrated. But interestingly he wasn't frustrated with the stun mechanic, he was frustrated at sitting around while the rest of the party was taking forever to resolve their turns. He was new to 4e and used to all the save or die/save or suck of previous editions, so merely missing a turn seemed tame to him. Talking with him about his frustrations actually led to a dialog where I found out many players were more and more frustrated with the pace of combat.</p><p> </p><p>Stun sucks when you're playing in a group that takes forever to take their turn. But if everyone takes their turn quickly, then missing a turn isn't a big deal. Also if everyone takes quicker turns there are *more* turns overall in the course of a gaming session, so having some bum turns is less noticable because they comprise a lower percentage of your performed actions that session.</p><p> </p><p>I like stun tactically because it throws a monkey wrench into the battle. The healer got stunned?! oh crap, suddenly strikers think about second wind or maybe people use dailies during an "easy" fight. Or the party suddenly tries to take out the stunner instead of their original focus fire target. It shakes things up.</p><p> </p><p>But yeah, I agree with some of the earlier posters about stun, as one of the kings of the status conditions, that it shouldn't be overused... but still used occasionally and feared when it is.</p><p> </p><p>Interestingly, I see many of the same arguments regarding the miss. That missing isn't fun, that you waste your whole turn if you miss... etc.</p></blockquote><p></p>
[QUOTE="Badapple, post: 5094253, member: 71811"] I ran a combat a while ago where the warlock got stunned and he missed three saves in a row. So he basically had to sit out the whole fight. Talking with him later, he was frustrated. But interestingly he wasn't frustrated with the stun mechanic, he was frustrated at sitting around while the rest of the party was taking forever to resolve their turns. He was new to 4e and used to all the save or die/save or suck of previous editions, so merely missing a turn seemed tame to him. Talking with him about his frustrations actually led to a dialog where I found out many players were more and more frustrated with the pace of combat. Stun sucks when you're playing in a group that takes forever to take their turn. But if everyone takes their turn quickly, then missing a turn isn't a big deal. Also if everyone takes quicker turns there are *more* turns overall in the course of a gaming session, so having some bum turns is less noticable because they comprise a lower percentage of your performed actions that session. I like stun tactically because it throws a monkey wrench into the battle. The healer got stunned?! oh crap, suddenly strikers think about second wind or maybe people use dailies during an "easy" fight. Or the party suddenly tries to take out the stunner instead of their original focus fire target. It shakes things up. But yeah, I agree with some of the earlier posters about stun, as one of the kings of the status conditions, that it shouldn't be overused... but still used occasionally and feared when it is. Interestingly, I see many of the same arguments regarding the miss. That missing isn't fun, that you waste your whole turn if you miss... etc. [/QUOTE]
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