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General Tabletop Discussion
*Pathfinder & Starfinder
What if feats had no direction combat application?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5594738" data-attributes="member: 54877"><p>I realize that the ranged attack during a move action example is combat, but it edges right up to what I was talking about. It affects combat, but not the direct numbers. But that is probably the limit of what would be allowed in such a design. So the larger question is the one BlueBlackRed brings up--namely, is it possible to design options that broaden character appeal for the non-combat side, while still allowing the core functions to happen with the core characters?</p><p> </p><p>Also keep in mind that the other parts of action adventure are wide open for development--exploration, negotiation, etc. Just no direct changes to the combat numbers. </p><p> </p><p>Example: Is there a design space for a "Fast Talker" feat that doesn't simply add to the Diplomacy or Bluff numbers, that leaves open the core functions of those skills to all characters, but still allows a fast talker to noticable shine in certain situations? Do the skill check faster? Do it with less to work with? What?</p><p> </p><p>That also open up a larger question of is their a design space to allow at least two specialized diplomats in a group? One is slower but more effective when given time. The other is the "fast talking" con man.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5594738, member: 54877"] I realize that the ranged attack during a move action example is combat, but it edges right up to what I was talking about. It affects combat, but not the direct numbers. But that is probably the limit of what would be allowed in such a design. So the larger question is the one BlueBlackRed brings up--namely, is it possible to design options that broaden character appeal for the non-combat side, while still allowing the core functions to happen with the core characters? Also keep in mind that the other parts of action adventure are wide open for development--exploration, negotiation, etc. Just no direct changes to the combat numbers. Example: Is there a design space for a "Fast Talker" feat that doesn't simply add to the Diplomacy or Bluff numbers, that leaves open the core functions of those skills to all characters, but still allows a fast talker to noticable shine in certain situations? Do the skill check faster? Do it with less to work with? What? That also open up a larger question of is their a design space to allow at least two specialized diplomats in a group? One is slower but more effective when given time. The other is the "fast talking" con man. [/QUOTE]
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What if feats had no direction combat application?
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