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General Tabletop Discussion
*Pathfinder & Starfinder
The logic of OAs
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<blockquote data-quote="Saeviomagy" data-source="post: 5194344" data-attributes="member: 5890"><p>Yup, OAs are a construct almost entirely concocted to stop people running past each other in a turn based system. Thankfully 4e mostly restricts it to this, and doesn't have the massive list of OA situations that 3.5 did.</p><p></p><p>It works pretty well at that.</p><p></p><p>As to why you can't smash every inanimate object within range because they've let their guard down? I always just assumed that when you attack an inanimate object, that sort of thing is taken into account: I doubt that destroying a door would ordinarily be easier than stabbing a kobold to death - the numbers assume that you're making multiple successful attacks against the door for each one against the creature.</p><p></p><p>I'd totally agree on the saving throw stuff though: in fact I'd go so far as to say that the heal mechanics are completely wrong for almost any save-granting scenario.</p><p></p><p>On fire? You need a heal check to put the fire out! Immobilised by a net? Heal check! Paralysed by magic? Heal check! Covered in sewage and retching? Heal check!</p><p></p><p>There needs to be a general "by spending a standard action you can grant any creature a saving throw". Trained heal should have a special "when granting a save against the following effects, you may roll a heal check. The target uses the result of this heal check or his own saving throw to determine success".</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5194344, member: 5890"] Yup, OAs are a construct almost entirely concocted to stop people running past each other in a turn based system. Thankfully 4e mostly restricts it to this, and doesn't have the massive list of OA situations that 3.5 did. It works pretty well at that. As to why you can't smash every inanimate object within range because they've let their guard down? I always just assumed that when you attack an inanimate object, that sort of thing is taken into account: I doubt that destroying a door would ordinarily be easier than stabbing a kobold to death - the numbers assume that you're making multiple successful attacks against the door for each one against the creature. I'd totally agree on the saving throw stuff though: in fact I'd go so far as to say that the heal mechanics are completely wrong for almost any save-granting scenario. On fire? You need a heal check to put the fire out! Immobilised by a net? Heal check! Paralysed by magic? Heal check! Covered in sewage and retching? Heal check! There needs to be a general "by spending a standard action you can grant any creature a saving throw". Trained heal should have a special "when granting a save against the following effects, you may roll a heal check. The target uses the result of this heal check or his own saving throw to determine success". [/QUOTE]
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