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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Shaman and some Feat Questions
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<blockquote data-quote="DracoSuave" data-source="post: 4889964" data-attributes="member: 71571"><p>I'm not suggesting that either. But rather, just have the players know that some monsters are fooled be some tricks, others by others. Give each monster an AI and give yourself an idea of how the player's abilities work within that structure.</p><p></p><p>But, regardless.</p><p></p><p>Shaman's Spirit taking a hit or two is hardly the important feature of that class. In the case of the unfooled zombies, I'd give the shaman -other- opportunities to shine. Sure they might not be smacking the spirit, but he's getting so many Spirit's Shields off that he's preventing even more damage than had the zombies been just attacking the spirit.</p><p></p><p>I'm sure the team might prefer Wisdom+Constitution healing every monster's move rather than simply an attack going away. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Or feature other features of that character. Especially for Shamans, who aren't necessarily supposed to be taking the defender's role.</p><p></p><p></p><p></p><p>In this I disagree. Shaman's are supposed to Lead primarily, not Defend (that -might- be a secondary role). There are times where the spirit taking hits isn't appropriate for the shaman to be doing, either because of tactics, or because of the 'AI' of the monsters.</p><p></p><p>And this is fine... giving the Shaman something else to do is okay.</p><p></p><p>Same with the rogue. Sometimes cover and concealment isn't always an option for an encounter... but that's okay when the rogue's Theivery is put to use subverting the traps in the encounter as a way to attack the enemies.</p><p></p><p>More than one way to skin a cat.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4889964, member: 71571"] I'm not suggesting that either. But rather, just have the players know that some monsters are fooled be some tricks, others by others. Give each monster an AI and give yourself an idea of how the player's abilities work within that structure. But, regardless. Shaman's Spirit taking a hit or two is hardly the important feature of that class. In the case of the unfooled zombies, I'd give the shaman -other- opportunities to shine. Sure they might not be smacking the spirit, but he's getting so many Spirit's Shields off that he's preventing even more damage than had the zombies been just attacking the spirit. I'm sure the team might prefer Wisdom+Constitution healing every monster's move rather than simply an attack going away. :) Or feature other features of that character. Especially for Shamans, who aren't necessarily supposed to be taking the defender's role. In this I disagree. Shaman's are supposed to Lead primarily, not Defend (that -might- be a secondary role). There are times where the spirit taking hits isn't appropriate for the shaman to be doing, either because of tactics, or because of the 'AI' of the monsters. And this is fine... giving the Shaman something else to do is okay. Same with the rogue. Sometimes cover and concealment isn't always an option for an encounter... but that's okay when the rogue's Theivery is put to use subverting the traps in the encounter as a way to attack the enemies. More than one way to skin a cat. [/QUOTE]
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