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General Tabletop Discussion
*Pathfinder & Starfinder
Trip, Six Second Rounds, Circular Initiative, and Action-in-the-Middle
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<blockquote data-quote="Herremann the Wise" data-source="post: 5960880" data-attributes="member: 11300"><p>As an aside and slight tangent:</p><p></p><p>PCs could have a number of swift actions up their sleeve (starting with one or possibly two for the rogue) and increasing as they gain in skill and experience. Swift actions could primarily be used for reactions that demand more than a free action (rolling with the fall) but less than a full action (on one's back and winded). The Fireball reflex save seems an appropriate one offering a "swift reaction". Perhaps it might even allow a 5ft. dive to escape the flames but end up prone with bonuses to the save (except perhaps for the rogue who again can sidestep 5ft. instead).</p><p></p><p>Now this takes away that action in the middle thing to an extent, or if you like gives the opportunity for the player greater input to override it. For example, with an area effect fireball, a rogue seeing they are about to be caught in the middle of the flames may just use their natural instinct to duck the full brunt of the flames. This is the traditional reflex save approach where the Fireball offers a reflex save.</p><p></p><p>However, you might then have a different sort of fire spell such as an Orb of Fire that is directed at a target. Rather than offering a reflex save, it may offer a reflex reaction instead. This means to have a chance of avoiding the magic requires more than an immediate and free reflex save, it requires the spending of one of the character's reactions to be afforded that save. If a character can't or won't spend such a reaction, then they automatically fail.</p><p></p><p>Just some thoughts and ponderings.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5960880, member: 11300"] As an aside and slight tangent: PCs could have a number of swift actions up their sleeve (starting with one or possibly two for the rogue) and increasing as they gain in skill and experience. Swift actions could primarily be used for reactions that demand more than a free action (rolling with the fall) but less than a full action (on one's back and winded). The Fireball reflex save seems an appropriate one offering a "swift reaction". Perhaps it might even allow a 5ft. dive to escape the flames but end up prone with bonuses to the save (except perhaps for the rogue who again can sidestep 5ft. instead). Now this takes away that action in the middle thing to an extent, or if you like gives the opportunity for the player greater input to override it. For example, with an area effect fireball, a rogue seeing they are about to be caught in the middle of the flames may just use their natural instinct to duck the full brunt of the flames. This is the traditional reflex save approach where the Fireball offers a reflex save. However, you might then have a different sort of fire spell such as an Orb of Fire that is directed at a target. Rather than offering a reflex save, it may offer a reflex reaction instead. This means to have a chance of avoiding the magic requires more than an immediate and free reflex save, it requires the spending of one of the character's reactions to be afforded that save. If a character can't or won't spend such a reaction, then they automatically fail. Just some thoughts and ponderings. Best Regards Herremann the Wise [/QUOTE]
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Community
General Tabletop Discussion
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Trip, Six Second Rounds, Circular Initiative, and Action-in-the-Middle
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