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General Tabletop Discussion
*Pathfinder & Starfinder
What's the deal with Elite/Solo hit points? / Simplifying Combat
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<blockquote data-quote="Skallgrim" data-source="post: 4751244" data-attributes="member: 79271"><p>On Power usage I'm just confused. At the level you are talking about, the PCs should have 2 At Wills, 2 Encounter Powers, and 1 Daily Power (as well as a Utility and possibly a racial power). That's 7 Powers. They might have a few powers from Magic items. Lets say 3 each. That's 10 powers total. </p><p></p><p>It just doesn't seem too overwhelming to me. We used index cards for powers, then went to pregenerated cards (Grandpa's--awesome) then finally to Character Builder cards. I still like the way Grandpa's look the most, and I liked the flavor text, but I like having the math already done.</p><p></p><p>On picking powers each turn to use, here's the simple metric I suggest:</p><p></p><p>1) Do you already have an clever idea? Use that.</p><p>2) Eliminate everything you can't use.</p><p>3) Use a Daily if no one else has.</p><p>4) Use an Encounter power.</p><p>5) Use an At Will.</p><p></p><p>That's not a hard and fast rule, but it will capture most circumstances. I think too many people are trying to 'overthink' their turn, and pick "the very best" action each turn. To me, if it isn't OBVIOUS that you need a daily power, or an awesome combo, then it's probably OK to just use an At Will Power. They aren't bad, and they should probably see a good bit of use.</p><p></p><p>Again, I don't see "tons of tactical exceptions", as much as I see "tons of tactical OPTIONS". If your players don't want to use cover, or shift, or stealth, or push/slide/pull opponents, they don't have to. However, choosing to use terrain and movement allows the game to be much more interesting and dynamic. Removing those options can make the game more boring and "samey". </p><p></p><p>My other suggestion is that perhaps you need to run a few "below level" encounters for the PCs at the start of each level. This wil let them "feel out" their new powers or feats in a fight that isn't Life or Death. Then, once they have had the chance to use their new abilities and see how they work, they can be expected to use them more intelligently and quickly.</p><p></p><p>Finally, Power Cards are, again, amazingly useful. I still have two 3.5 players who keep starting to figure their bonuses out in their heads each time, before remembering to just READ THE CARD.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4751244, member: 79271"] On Power usage I'm just confused. At the level you are talking about, the PCs should have 2 At Wills, 2 Encounter Powers, and 1 Daily Power (as well as a Utility and possibly a racial power). That's 7 Powers. They might have a few powers from Magic items. Lets say 3 each. That's 10 powers total. It just doesn't seem too overwhelming to me. We used index cards for powers, then went to pregenerated cards (Grandpa's--awesome) then finally to Character Builder cards. I still like the way Grandpa's look the most, and I liked the flavor text, but I like having the math already done. On picking powers each turn to use, here's the simple metric I suggest: 1) Do you already have an clever idea? Use that. 2) Eliminate everything you can't use. 3) Use a Daily if no one else has. 4) Use an Encounter power. 5) Use an At Will. That's not a hard and fast rule, but it will capture most circumstances. I think too many people are trying to 'overthink' their turn, and pick "the very best" action each turn. To me, if it isn't OBVIOUS that you need a daily power, or an awesome combo, then it's probably OK to just use an At Will Power. They aren't bad, and they should probably see a good bit of use. Again, I don't see "tons of tactical exceptions", as much as I see "tons of tactical OPTIONS". If your players don't want to use cover, or shift, or stealth, or push/slide/pull opponents, they don't have to. However, choosing to use terrain and movement allows the game to be much more interesting and dynamic. Removing those options can make the game more boring and "samey". My other suggestion is that perhaps you need to run a few "below level" encounters for the PCs at the start of each level. This wil let them "feel out" their new powers or feats in a fight that isn't Life or Death. Then, once they have had the chance to use their new abilities and see how they work, they can be expected to use them more intelligently and quickly. Finally, Power Cards are, again, amazingly useful. I still have two 3.5 players who keep starting to figure their bonuses out in their heads each time, before remembering to just READ THE CARD. [/QUOTE]
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What's the deal with Elite/Solo hit points? / Simplifying Combat
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