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[UPDATED] Pathfinder Unchained Contents Spoilers
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<blockquote data-quote="CubeB" data-source="post: 7667601" data-attributes="member: 6774905"><p>I already went over the new action economy. I can't go into more detail, really. 3 Actions per round, and a chart that determines what action costs what.</p><p></p><p>The next part is the removing Iterative Attacks system. It works like this: When you make a full attack, roll your highest bonus and then compare it to the target's AC. If you fail by less than 6, you do miss damage. You do damage on a hit, and land an additional hit for each 5 points of success. Criticals apply to one hit, and there are special rules for TWF, Natural Attacks, Haste, Rerolls, and True Strike that I won't explain here. </p><p></p><p>The BIG DRAW of this chapter, really, are the Combat Tricks.</p><p></p><p>Combat Tricks are extra options for almost every combat feat in the game. Seriously, this section is huge. Players Companion stuff isn't in here, but all the Ultimate/ACG stuff is. You can get a Stamina Pool of CON+BAB, and regain one point per minute of rest. Running out of Stamina means you're fatigued, and you can spend up to 5 Stamina on a given trick.</p><p></p><p>Stamina is an optional rule: You can lock it behind a feat, limit it to fighters, or give it to everyone.</p><p></p><p>All of the combat tricks are related to the feat in question. Nothing is really flashy weeaboo fightan magic; it's stuff like extending bleed damage, applying poison as a swift action, changing what style you're in, adjusting the focus of a feat for a round, etc...</p><p></p><p>There's also a wound threshold that gives penalties based on how low your HP is, and new disease/poison progression tracks. A lot of the older diseases and poison have been converted to this track, with their more exotic effects triggering at different stages of progression.</p></blockquote><p></p>
[QUOTE="CubeB, post: 7667601, member: 6774905"] I already went over the new action economy. I can't go into more detail, really. 3 Actions per round, and a chart that determines what action costs what. The next part is the removing Iterative Attacks system. It works like this: When you make a full attack, roll your highest bonus and then compare it to the target's AC. If you fail by less than 6, you do miss damage. You do damage on a hit, and land an additional hit for each 5 points of success. Criticals apply to one hit, and there are special rules for TWF, Natural Attacks, Haste, Rerolls, and True Strike that I won't explain here. The BIG DRAW of this chapter, really, are the Combat Tricks. Combat Tricks are extra options for almost every combat feat in the game. Seriously, this section is huge. Players Companion stuff isn't in here, but all the Ultimate/ACG stuff is. You can get a Stamina Pool of CON+BAB, and regain one point per minute of rest. Running out of Stamina means you're fatigued, and you can spend up to 5 Stamina on a given trick. Stamina is an optional rule: You can lock it behind a feat, limit it to fighters, or give it to everyone. All of the combat tricks are related to the feat in question. Nothing is really flashy weeaboo fightan magic; it's stuff like extending bleed damage, applying poison as a swift action, changing what style you're in, adjusting the focus of a feat for a round, etc... There's also a wound threshold that gives penalties based on how low your HP is, and new disease/poison progression tracks. A lot of the older diseases and poison have been converted to this track, with their more exotic effects triggering at different stages of progression. [/QUOTE]
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