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General Tabletop Discussion
*Pathfinder & Starfinder
Tightening the Connection between Fiction and Powers Mechanics
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5748574" data-attributes="member: 1165"><p>Half (the first) is not a 4e issue.</p><p></p><p>I recently read the Moonshae trilogy (the second one), printed c. 1993. In one scene in the second book, Robyn, the Druid Queen, turns into a killer whale and kills a lot of sahuagin-controlled sharks. Then she basically faints (still conscious, but essentially stunned).</p><p></p><p>She did heal afterward though.</p><p></p><p>I actually dug up a copy of the Player's Handbook, 2nd Edition, to see if that was accurate. <strong>IT WAS NOT!</strong> Except for the part about healing. I don't recall "and after your wild shape is concluded, you are stunned for 1 hour because spellcasters aren't allowed to have any sort of endurance in a novel".</p><p></p><p>I see the same issues in 3e fiction too (Knights of Myth Drannor, for instance; spellcasters get three spells per day, and the book takes place over two days, so a max of six spells cast; healing magic is also pathetic, and never used for in-combat emergency healing.) I suppose 4e fiction might be similar, I want to read that new Dark Sun book, but it won't be out for a few months.</p><p></p><p></p><p></p><p>Most arcane powers are already ranged or area attacks, so they provoke anyway. I vaguely recall those attacks automatically failing if you get hit, but I cannot for the life of me find where it says so in the PH1. Defensive powers, like Dimension Door, really shouldn't provoke, and they don't (they're not ranged or area attacks, they just make you teleport).</p><p></p><p>Some of the martial powers don't have good flavor that would show in a book. The rogue's Torturous Strike (twist the knife) and the fighter's Griffon Strike are great examples of ones that <strong>do</strong>. Both should be tried for all the time!</p><p></p><p></p><p></p><p>You could make that a requirement for all arcane powers (except, I suppose, illusion powers).</p><p></p><p></p><p></p><p>Psionic powers should be as disruptable as magic. Also, wearing a lead-lined helm will <em>not</em> protect you from telekinesis, psionic disintegrate, having your innards teleported outside, etc. A tin foil hat could be a head slot item that 1/day gives you a substantial resist vs charm, fear, psychic, or what have you, possibly with a resist psychic property. (There are plenty of such items already, and "slot-less" items in Dark Sun 4e that do just that.)</p><p></p><p></p><p></p><p>Heh. That's funny. I don't know how grapple worked in 2e, but an 18th-level wizard has a better THAC0 than a 7th-level thief... I don't think a modern ruleset would let that slide. What 18th-level wizard doesn't have an anti-grapple strategy?</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5748574, member: 1165"] Half (the first) is not a 4e issue. I recently read the Moonshae trilogy (the second one), printed c. 1993. In one scene in the second book, Robyn, the Druid Queen, turns into a killer whale and kills a lot of sahuagin-controlled sharks. Then she basically faints (still conscious, but essentially stunned). She did heal afterward though. I actually dug up a copy of the Player's Handbook, 2nd Edition, to see if that was accurate. [b]IT WAS NOT![/b] Except for the part about healing. I don't recall "and after your wild shape is concluded, you are stunned for 1 hour because spellcasters aren't allowed to have any sort of endurance in a novel". I see the same issues in 3e fiction too (Knights of Myth Drannor, for instance; spellcasters get three spells per day, and the book takes place over two days, so a max of six spells cast; healing magic is also pathetic, and never used for in-combat emergency healing.) I suppose 4e fiction might be similar, I want to read that new Dark Sun book, but it won't be out for a few months. Most arcane powers are already ranged or area attacks, so they provoke anyway. I vaguely recall those attacks automatically failing if you get hit, but I cannot for the life of me find where it says so in the PH1. Defensive powers, like Dimension Door, really shouldn't provoke, and they don't (they're not ranged or area attacks, they just make you teleport). Some of the martial powers don't have good flavor that would show in a book. The rogue's Torturous Strike (twist the knife) and the fighter's Griffon Strike are great examples of ones that [b]do[/b]. Both should be tried for all the time! You could make that a requirement for all arcane powers (except, I suppose, illusion powers). Psionic powers should be as disruptable as magic. Also, wearing a lead-lined helm will [i]not[/i] protect you from telekinesis, psionic disintegrate, having your innards teleported outside, etc. A tin foil hat could be a head slot item that 1/day gives you a substantial resist vs charm, fear, psychic, or what have you, possibly with a resist psychic property. (There are plenty of such items already, and "slot-less" items in Dark Sun 4e that do just that.) Heh. That's funny. I don't know how grapple worked in 2e, but an 18th-level wizard has a better THAC0 than a 7th-level thief... I don't think a modern ruleset would let that slide. What 18th-level wizard doesn't have an anti-grapple strategy? [/QUOTE]
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