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General Tabletop Discussion
*Pathfinder & Starfinder
When to use the "special" attacks?
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<blockquote data-quote="EntropyDecay" data-source="post: 722502" data-attributes="member: 10652"><p>Thanks for your replies so far...</p><p></p><p></p><p>My idea is to put them into a match where they have to fight another group of heroes that are working as a team and use their abilities in the best way possible. Advantages to a normal fight:</p><p>- Party can study their enemy before the match and develop a countertactic (or at least some kind of tactic)</p><p>- <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Possibility to use every dirty combat trick and tactic without having to worry of a total party kill (Arena clerics could raise them later)</p><p>- Best of all: Crowd laughs when players hit the ground, NPCs laugh at their "tactics",... until the Players get frustrated and want revenge in the ring against the other gladior teams (only achievable with them working as a team).</p><p></p><p></p><p>I always thought that there are situations in which you could use some of the techniques effectively without these feats.</p><p>Example:</p><p>Party versus single opponent with multiple attacks and high hp:</p><p>- Try flanking the opponent, strongest fighter trips him and denies him his multiple attacks (easier when buffed by mage), part of group gains +6 to hit (+2 flanking, +4 opponent on ground), repeat if necessary (perhaps ready an action to trip enemy when he stands up, rogues can sneak attack,...)</p><p>- Tactic of my group: Charge him, forget about flanking and teamwork, moan when enemy unleashes his full attack, curse enemies high hitpoints and their bad luck with dice.</p><p></p><p>Entropy</p></blockquote><p></p>
[QUOTE="EntropyDecay, post: 722502, member: 10652"] Thanks for your replies so far... My idea is to put them into a match where they have to fight another group of heroes that are working as a team and use their abilities in the best way possible. Advantages to a normal fight: - Party can study their enemy before the match and develop a countertactic (or at least some kind of tactic) - :D Possibility to use every dirty combat trick and tactic without having to worry of a total party kill (Arena clerics could raise them later) - Best of all: Crowd laughs when players hit the ground, NPCs laugh at their "tactics",... until the Players get frustrated and want revenge in the ring against the other gladior teams (only achievable with them working as a team). I always thought that there are situations in which you could use some of the techniques effectively without these feats. Example: Party versus single opponent with multiple attacks and high hp: - Try flanking the opponent, strongest fighter trips him and denies him his multiple attacks (easier when buffed by mage), part of group gains +6 to hit (+2 flanking, +4 opponent on ground), repeat if necessary (perhaps ready an action to trip enemy when he stands up, rogues can sneak attack,...) - Tactic of my group: Charge him, forget about flanking and teamwork, moan when enemy unleashes his full attack, curse enemies high hitpoints and their bad luck with dice. Entropy [/QUOTE]
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When to use the "special" attacks?
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