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*Pathfinder & Starfinder
Trip is an Encounter Power now
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<blockquote data-quote="Li Shenron" data-source="post: 4090696" data-attributes="member: 1465"><p>...eh, but it looks to me like instead of creating special things for the fighter-types, they are solving this problem by making normal things exclusive.</p><p></p><p>It just doesn't satify me, to be honest... and I'm even one of the extremely few people who prefer certain skills in 3e to be class-exclusive <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>To me it's brilliant the fact that the -4 rule is so simple you can never forget it. You only need to write/read it once, and apply to a lot of things.</p><p></p><p>I don't get the point about wasted pages... the info about Trip is as "wasted" in 3e as it is in 4e, because in both cases only someone with that specific feat (3e) or power (4e) will use it.</p><p></p><p>The problem of DM/player wasting time with too many options is a problem that the DM/player creates by himself. You don't have to use them. When I play a Fighter, I spend my thoughts thinking about the various manoeuvres I can do, and how to use them better. When I play a Wizard I ignore them and spend the same time thinking about my spells. When I run a monster, I only think about its available abilities: if it has Improved Trip (or something similar) I will think about using it, otherwise I won't. I guess 4e is quite the same actually... it's not a problem unless the player chooses to make it a problem.</p><p></p><p>Maybe you have a point when you say that if a 3e PC is too much specialized in one thing that isn't limited, he'll be doing that all the time. Apart the fact that 4e prevents this for encounter abilities, but not for at-will abilities, so I doubt that 4e will get us rid of "powerplayers"... But yes, limiting per encounter does reduce the problem. It's not something that concerns myself particularly, because I've been playing 3ed with just a small bunch of books with players' stuff (hence fewer chances of breaking it), and I intend to stick to that habit in every future edition.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4090696, member: 1465"] ...eh, but it looks to me like instead of creating special things for the fighter-types, they are solving this problem by making normal things exclusive. It just doesn't satify me, to be honest... and I'm even one of the extremely few people who prefer certain skills in 3e to be class-exclusive :D To me it's brilliant the fact that the -4 rule is so simple you can never forget it. You only need to write/read it once, and apply to a lot of things. I don't get the point about wasted pages... the info about Trip is as "wasted" in 3e as it is in 4e, because in both cases only someone with that specific feat (3e) or power (4e) will use it. The problem of DM/player wasting time with too many options is a problem that the DM/player creates by himself. You don't have to use them. When I play a Fighter, I spend my thoughts thinking about the various manoeuvres I can do, and how to use them better. When I play a Wizard I ignore them and spend the same time thinking about my spells. When I run a monster, I only think about its available abilities: if it has Improved Trip (or something similar) I will think about using it, otherwise I won't. I guess 4e is quite the same actually... it's not a problem unless the player chooses to make it a problem. Maybe you have a point when you say that if a 3e PC is too much specialized in one thing that isn't limited, he'll be doing that all the time. Apart the fact that 4e prevents this for encounter abilities, but not for at-will abilities, so I doubt that 4e will get us rid of "powerplayers"... But yes, limiting per encounter does reduce the problem. It's not something that concerns myself particularly, because I've been playing 3ed with just a small bunch of books with players' stuff (hence fewer chances of breaking it), and I intend to stick to that habit in every future edition. [/QUOTE]
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