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*Pathfinder & Starfinder
Yet another look at KotSF/4th Ed.
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<blockquote data-quote="The Eternal GM" data-source="post: 4239956" data-attributes="member: 52760"><p>Wow, thanks all for not pulling me to bits when I think I really deserved it looking at my post (typical for me, my points work but my tone is always too harsh).</p><p></p><p>Covering a lot of questions/responses fast here.</p><p></p><p>Yes, we did only rest once every 24 hours. Yes, there still seems no reason not to do that unless every adventure is going to be time limited.</p><p></p><p>As for 4th Ed. denying role-playing. Essentially all combat encounters are set to be a skirmish of around the parties level, with some variance up and down. This doesn't work for me. I don't want skirmishes all the time. I want to be able to run combat my own way, with stealthy foes or with hordes or whatever else. But as soon as 4th Ed. combat starts, the PCs are brimming with death-deal and it is harder than ever before to catch them unaware, or even to give them preparation advantage. Ultimately, I'm not going to find it easy to use my preferred narrative approach to action scenes. This, I feel, limits the role-playing by making every single fight a prolonged tactical encounter.</p><p></p><p>With dumping p/d spells as standard, the wizard doesn't have enough good spells, merely infinite poor ones.</p><p></p><p>As for us larking about in the game, that has no bearing on the rp... We weren't trying to do much but test the system when we played. And I am not the kinda guy to invest in a character that isn't mine and I wn't be keeping.</p><p></p><p>As for the fighter. The pre-gen does suck. He marks, which means that a monster is meant to turn on him. But the penalty is no big deal (unlike the Paladins very random mark for divine damage... Thing... Er) and nigh every monster is free to just wander off and hit the squishy people. So for all I hate 'combat control' as a concept in a tabletop game, I am even more unimpressed when it doesn't work.</p><p></p><p>As for magic missile... It should be magic missile. Now it's just 'random ray of nothing' (my name after throwing it to little or no effect the ninth time) and I might as well have a crossbow all over again.</p><p></p><p>And utterly from a DM point of view, I won't use minions. They suffer from my biggest problem of 3.5/4 which is that whole "make the players feel big, clever, special every second even if they do nothing to warrant it" in this case, by creating a worthless line of foes for them to murder with uberpowers. Not my thing.</p><p></p><p>Er, time's up, gotta go.</p></blockquote><p></p>
[QUOTE="The Eternal GM, post: 4239956, member: 52760"] Wow, thanks all for not pulling me to bits when I think I really deserved it looking at my post (typical for me, my points work but my tone is always too harsh). Covering a lot of questions/responses fast here. Yes, we did only rest once every 24 hours. Yes, there still seems no reason not to do that unless every adventure is going to be time limited. As for 4th Ed. denying role-playing. Essentially all combat encounters are set to be a skirmish of around the parties level, with some variance up and down. This doesn't work for me. I don't want skirmishes all the time. I want to be able to run combat my own way, with stealthy foes or with hordes or whatever else. But as soon as 4th Ed. combat starts, the PCs are brimming with death-deal and it is harder than ever before to catch them unaware, or even to give them preparation advantage. Ultimately, I'm not going to find it easy to use my preferred narrative approach to action scenes. This, I feel, limits the role-playing by making every single fight a prolonged tactical encounter. With dumping p/d spells as standard, the wizard doesn't have enough good spells, merely infinite poor ones. As for us larking about in the game, that has no bearing on the rp... We weren't trying to do much but test the system when we played. And I am not the kinda guy to invest in a character that isn't mine and I wn't be keeping. As for the fighter. The pre-gen does suck. He marks, which means that a monster is meant to turn on him. But the penalty is no big deal (unlike the Paladins very random mark for divine damage... Thing... Er) and nigh every monster is free to just wander off and hit the squishy people. So for all I hate 'combat control' as a concept in a tabletop game, I am even more unimpressed when it doesn't work. As for magic missile... It should be magic missile. Now it's just 'random ray of nothing' (my name after throwing it to little or no effect the ninth time) and I might as well have a crossbow all over again. And utterly from a DM point of view, I won't use minions. They suffer from my biggest problem of 3.5/4 which is that whole "make the players feel big, clever, special every second even if they do nothing to warrant it" in this case, by creating a worthless line of foes for them to murder with uberpowers. Not my thing. Er, time's up, gotta go. [/QUOTE]
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