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*Pathfinder & Starfinder
Trip is an Encounter Power now
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<blockquote data-quote="SteveC" data-source="post: 4094304" data-attributes="member: 9053"><p>I think that a lot of the problems with this new system is that people are thinking of the at will/encounter/daily powers from a character perspective rather than a narrative one.</p><p></p><p>If you have a character who is based on grappling and throwing targets around, one presumes that you're trying to grapple and throw your targets <strong>all the time</strong>. The time when you trigger the trip power is <strong>when this actually works for you</strong>, and this is something you get to choose.</p><p></p><p>There is this flash based online game I play where you can get a number of special items that cause effects like stunning your target, slowing them or even healing yourself. The game handles this by giving you a very small percentage chance to do this every time you use the weapon. Think of 4E in the same light: every time you attack someone you're trying one of your special moves, you just get to pick the cases when they actually work.</p><p></p><p>Is that better than some system where if you roll over a target number you get to pick one of your moves? Well, if you did things that way you could end up doing them repeatedly, and would be more likely to do them against weaker targets, but it would still be random. Is it better than just letting you do them all the time? I would say so, because then that would be the only thing you'd end up doing (see spiked chain in 3x).</p><p></p><p>In the end, I think that the system they have (especially if there is some provision to recharge the abilities in combat) will work better, it's just all in how you think about it.</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 4094304, member: 9053"] I think that a lot of the problems with this new system is that people are thinking of the at will/encounter/daily powers from a character perspective rather than a narrative one. If you have a character who is based on grappling and throwing targets around, one presumes that you're trying to grapple and throw your targets [B]all the time[/B]. The time when you trigger the trip power is [B]when this actually works for you[/B], and this is something you get to choose. There is this flash based online game I play where you can get a number of special items that cause effects like stunning your target, slowing them or even healing yourself. The game handles this by giving you a very small percentage chance to do this every time you use the weapon. Think of 4E in the same light: every time you attack someone you're trying one of your special moves, you just get to pick the cases when they actually work. Is that better than some system where if you roll over a target number you get to pick one of your moves? Well, if you did things that way you could end up doing them repeatedly, and would be more likely to do them against weaker targets, but it would still be random. Is it better than just letting you do them all the time? I would say so, because then that would be the only thing you'd end up doing (see spiked chain in 3x). In the end, I think that the system they have (especially if there is some provision to recharge the abilities in combat) will work better, it's just all in how you think about it. --Steve [/QUOTE]
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Trip is an Encounter Power now
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