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General Tabletop Discussion
*Pathfinder & Starfinder
Which rules do you tend to forget or flub?
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<blockquote data-quote="Kzach" data-source="post: 4170026" data-attributes="member: 56189"><p>The only thing that really confused me during my first go at the rules was saving throws. Not having ever even looked at the SAGA system, I didn't understand what the designers meant by Fort, Ref, Will being defenses. To me, they were saving throws. Took a bit of mental acrobatics to finally think, "Attack vs. defense, save vs. ongoing effect."</p><p></p><p>I do recommend taking advantage of the Combat Advantage rules. Throw in some terrain and other stuff that might give the players or enemies combat advantage.</p><p></p><p>Also, I highly recommend throwing the ball in the player's court when it comes to describing character actions. The abilities, IMO, tend to encourage roleplay by the fact that they're more complex than simply attacking and being successful or not.</p><p></p><p>For instance, the fighter has the ability to keep an opponent from moving. Imagine a situation where an orc is trying to get past the fighter. He provokes an attack of opportunity and the fighter hits him with a bonus +2 to the roll. So you describe the round as something like, "The orc makes a desperate lunge and then tries to run past as you duck under your shield," now, describe your character's actions. And the player then can respond imaginatively like, "Using the momentum of defending myself, I spin around, using the shield as a feint to hide the hammer as it slams into the orc's chest and throws him back against the wall. I then shout, 'You ain't goin' nowhere, ugly!'"</p><p></p><p>I'm not saying it's unique to 4e, but the extra actions of most abilities, at least IMO, do tend to encourage more descriptive and interactive play.</p></blockquote><p></p>
[QUOTE="Kzach, post: 4170026, member: 56189"] The only thing that really confused me during my first go at the rules was saving throws. Not having ever even looked at the SAGA system, I didn't understand what the designers meant by Fort, Ref, Will being defenses. To me, they were saving throws. Took a bit of mental acrobatics to finally think, "Attack vs. defense, save vs. ongoing effect." I do recommend taking advantage of the Combat Advantage rules. Throw in some terrain and other stuff that might give the players or enemies combat advantage. Also, I highly recommend throwing the ball in the player's court when it comes to describing character actions. The abilities, IMO, tend to encourage roleplay by the fact that they're more complex than simply attacking and being successful or not. For instance, the fighter has the ability to keep an opponent from moving. Imagine a situation where an orc is trying to get past the fighter. He provokes an attack of opportunity and the fighter hits him with a bonus +2 to the roll. So you describe the round as something like, "The orc makes a desperate lunge and then tries to run past as you duck under your shield," now, describe your character's actions. And the player then can respond imaginatively like, "Using the momentum of defending myself, I spin around, using the shield as a feint to hide the hammer as it slams into the orc's chest and throws him back against the wall. I then shout, 'You ain't goin' nowhere, ugly!'" I'm not saying it's unique to 4e, but the extra actions of most abilities, at least IMO, do tend to encourage more descriptive and interactive play. [/QUOTE]
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Which rules do you tend to forget or flub?
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