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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Reduction of Uncertainty
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<blockquote data-quote="Keenath" data-source="post: 4037537" data-attributes="member: 59792"><p>I totally agree with everything you said.</p><p></p><p>I don't want to remove dice from the game -- but as was previously mentioned, they're not really reducing the uncertainty so much as evening it out across all levels. Really, by reducing the "solo monster" thing to monsters that are built to be solo, you see more of an interesting back and forth based on dice rolls. None of this garbage about the Paladin being the only one who can hit and the Wizard hurling death spells in the desperate hope for a low saving throw.</p><p></p><p>In any case, the philosophy is moving away from lots of little encounters to a smaller number of complex, populated encounters, which means you'll have more *tactical* uncertainty -- environmental hazards, reinforcements, etc -- while being at least a little more certain that you can hit your enemy and they can hit you.</p></blockquote><p></p>
[QUOTE="Keenath, post: 4037537, member: 59792"] I totally agree with everything you said. I don't want to remove dice from the game -- but as was previously mentioned, they're not really reducing the uncertainty so much as evening it out across all levels. Really, by reducing the "solo monster" thing to monsters that are built to be solo, you see more of an interesting back and forth based on dice rolls. None of this garbage about the Paladin being the only one who can hit and the Wizard hurling death spells in the desperate hope for a low saving throw. In any case, the philosophy is moving away from lots of little encounters to a smaller number of complex, populated encounters, which means you'll have more *tactical* uncertainty -- environmental hazards, reinforcements, etc -- while being at least a little more certain that you can hit your enemy and they can hit you. [/QUOTE]
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The Reduction of Uncertainty
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