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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Trip, Six Second Rounds, Circular Initiative, and Action-in-the-Middle
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<blockquote data-quote="tomBitonti" data-source="post: 5961034" data-attributes="member: 13107"><p>Yeah, I've considered such abilities. If one of the ways to avoid a fireball is to dive out of the way (or maybe just to hit the dirt!) then having an actual reaction to do so seems to make sense.</p><p></p><p>I run into a problem in that managing the action using circular initiative becomes complex. Probably too complex for many. An immediate action to drop, or a committed action to dive to the side would be how I would do it, with a <em>committed action</em> being one which you are required to take as your first action on your next turn. In the case of a fireball, there are all sorts of considerations: Would making a spellcraft check (to identify the fireball as it streaks towards you) be required? Would it perhaps provide a small bonus on the save? (Should a spellcraft check in general provide a saving throw bonus? Hmm.) Such mechanics just seem to be too complicated for most folks.</p><p></p><p>I've been pondering why a saving throw doesn't feel like action-in-the-middle, even though it seems to have some of the features. The best analysis that I've found is that a saving throw <em>could</em> be explained: Divide up the saving throw by bonus, and depending on what range the save was in, that would be the explanation. That is, if you have a +3 to your reflex save due to a high dexterity, and you make the save by just two, then an explanation of "dodging out of the way" can be assumed. But it is interesting to consider that we don't ask for an explanation (and generally don't have a problem with not knowing, or with a made up on the spot explanation), and that is a core mechanic, where-as other mechanics cause outrage.</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 5961034, member: 13107"] Yeah, I've considered such abilities. If one of the ways to avoid a fireball is to dive out of the way (or maybe just to hit the dirt!) then having an actual reaction to do so seems to make sense. I run into a problem in that managing the action using circular initiative becomes complex. Probably too complex for many. An immediate action to drop, or a committed action to dive to the side would be how I would do it, with a [i]committed action[/i] being one which you are required to take as your first action on your next turn. In the case of a fireball, there are all sorts of considerations: Would making a spellcraft check (to identify the fireball as it streaks towards you) be required? Would it perhaps provide a small bonus on the save? (Should a spellcraft check in general provide a saving throw bonus? Hmm.) Such mechanics just seem to be too complicated for most folks. I've been pondering why a saving throw doesn't feel like action-in-the-middle, even though it seems to have some of the features. The best analysis that I've found is that a saving throw [i]could[/i] be explained: Divide up the saving throw by bonus, and depending on what range the save was in, that would be the explanation. That is, if you have a +3 to your reflex save due to a high dexterity, and you make the save by just two, then an explanation of "dodging out of the way" can be assumed. But it is interesting to consider that we don't ask for an explanation (and generally don't have a problem with not knowing, or with a made up on the spot explanation), and that is a core mechanic, where-as other mechanics cause outrage. TomB [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Trip, Six Second Rounds, Circular Initiative, and Action-in-the-Middle
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