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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why not treat the action economy... like an economy?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5955788" data-attributes="member: 882"><p>I think the problem with this is that to establish any sort of balance, you need a fairly fine grained action point system. I don't think, for instance, that the game would work well if you could attack instead of move - whoever moves into melee first (especially if it requires multiple moves) would get fewer attacks in before their enemy takes a turn.</p><p></p><p>In fact, allowing up to four attacks in a single turn makes a single turn too powerful. Not to mention that if you expect it to take more action points to attack with a two-handed weapon then, even if said weapon does double damage compared to a one-handed weapon, you'd be better off with a shield, or useful free hand.</p><p></p><p>Now if you adopted a 'time unit' system, a la X-Com, in which you spend your time units moving and attacking *but* you can only attack once, then that might work. Characters with smaller weapons would be more manoeuvrable compared to the zweihanders, and more likely to have time units left over for reactions outside of their turn. Spellcasters would be vulnerable, perhaps having to spend all their time units casting and leaving nothing for movement or reaction.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5955788, member: 882"] I think the problem with this is that to establish any sort of balance, you need a fairly fine grained action point system. I don't think, for instance, that the game would work well if you could attack instead of move - whoever moves into melee first (especially if it requires multiple moves) would get fewer attacks in before their enemy takes a turn. In fact, allowing up to four attacks in a single turn makes a single turn too powerful. Not to mention that if you expect it to take more action points to attack with a two-handed weapon then, even if said weapon does double damage compared to a one-handed weapon, you'd be better off with a shield, or useful free hand. Now if you adopted a 'time unit' system, a la X-Com, in which you spend your time units moving and attacking *but* you can only attack once, then that might work. Characters with smaller weapons would be more manoeuvrable compared to the zweihanders, and more likely to have time units left over for reactions outside of their turn. Spellcasters would be vulnerable, perhaps having to spend all their time units casting and leaving nothing for movement or reaction. [/QUOTE]
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Community
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Why not treat the action economy... like an economy?
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