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General Tabletop Discussion
*Pathfinder & Starfinder
Taking Unfun out of Dazed and Stunned Conditions
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<blockquote data-quote="jamesmanhattan" data-source="post: 5279774" data-attributes="member: 75838"><p>Petrify and Sleep are obviously worse than Stun, but they are nowhere near as common. The main problem is that stun is so common. There are level 1 player powers that stun(save ends)! </p><p> </p><p>As a stunned player sitting out and able to do nothing sucks. As a DM, it's just as unfun to watch your BBEG solo become a pinata.</p><p> </p><p>If you lessen the effects you are essentially giving the players something to do. Question is what and how much?</p><p> </p><p>I feel that stun should be like being kicked in the solar plexus.</p><p> </p><p>I think stunned should be: </p><p>Stunned:</p><p>- Lose Standard Action</p><p>- can't use attack powers or summon powers</p><p>- -5 to skill checks</p><p>- can't sustain powers</p><p>- grant combat advantage.</p><p> </p><p>What are players left with? </p><p>Probably the most preferable strategy would be to grant yourself a saving throw, followed by "escaping" whatever stunned you.</p><p>Players can move, try to teleport, try to climb a wall, use an action point to do a skill albeit with a -5. </p><p> </p><p>You've got to limit certain builds that can attack with a minor action. </p><p>Also limit warlords that can make someone else attack.</p><p>I feel that being able to heal an ally with majestic word is still viable.</p><p>Stumbling away in pain is still viable. (you still provoke opp attks)</p><p> </p><p>Are there monsters that solely rely on a player being stunned before it can setup an attack? Maybe a Mind Flayer, but I think that's it.</p><p> </p><p>I also think allowing players or solos an extra saving throw, or the ability to take damage to remove a stun, is a step in the wrong direction. It's too binary. Half the time they will be stunned, half the time they will be completely unaffected.</p></blockquote><p></p>
[QUOTE="jamesmanhattan, post: 5279774, member: 75838"] Petrify and Sleep are obviously worse than Stun, but they are nowhere near as common. The main problem is that stun is so common. There are level 1 player powers that stun(save ends)! As a stunned player sitting out and able to do nothing sucks. As a DM, it's just as unfun to watch your BBEG solo become a pinata. If you lessen the effects you are essentially giving the players something to do. Question is what and how much? I feel that stun should be like being kicked in the solar plexus. I think stunned should be: Stunned: - Lose Standard Action - can't use attack powers or summon powers - -5 to skill checks - can't sustain powers - grant combat advantage. What are players left with? Probably the most preferable strategy would be to grant yourself a saving throw, followed by "escaping" whatever stunned you. Players can move, try to teleport, try to climb a wall, use an action point to do a skill albeit with a -5. You've got to limit certain builds that can attack with a minor action. Also limit warlords that can make someone else attack. I feel that being able to heal an ally with majestic word is still viable. Stumbling away in pain is still viable. (you still provoke opp attks) Are there monsters that solely rely on a player being stunned before it can setup an attack? Maybe a Mind Flayer, but I think that's it. I also think allowing players or solos an extra saving throw, or the ability to take damage to remove a stun, is a step in the wrong direction. It's too binary. Half the time they will be stunned, half the time they will be completely unaffected. [/QUOTE]
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Taking Unfun out of Dazed and Stunned Conditions
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