dealing with meta game actions


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Why are the minnions being shot at from range while their boss is fighting? Minnions die first the BBEG should still be laughing from the other side of the room.

5/5 *****

Also this assumes the boss is only capable of melee, is always charging and is only medium or smaller. This is a fairly small number of opponents. Charging in particular is routinely problematic.

Lantern Lodge 5/5

When I played a cavalier, if someone did the "Ready to 5-foot in" trick to dodge my lance, that was fine. The charge would finish with a shield bash instead of a lance hit. Also, the mount would get to attack (whereas normally, it couldn't reach). It's a downgrade, but not a total loss.

And the next round, the cheeky foe is adjacent. He can no longer 5-foot away at all.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

And why the heck did the BBEG charge straight at a guy who was obviously waiting and ready for him? The list of issues with the example is getting long; when you have to reach that far to contrive a situation in which your claim would be valid, your claim is not valid.

Scarab Sages 4/5 **

Pathfinder Adventure, Adventure Path Subscriber

RE Charging mount: The charger can choose to do a trample or overrun maneuver (in response to the Dex Monk obviously readying shenanigans), assuming the mount is large (thus 10' wide), there's only a 50% chance that the DexReadyGuy will choose to 5' step in the correct direction to avoid the attack.

RE Stealth: I'd rule if you are unaware of the conditions of your ready, you cannot take your ready. Ninja Attack!

RE Dex Monk: If dex monk is playing games with charging knight, then charging knight can go attack someone else instead and waive goodbye to dex monk.

RE everything: The ready tactics are valid. They may not be fun, but neither is a Paladin Musketeer one-shotting everything in sight. As GMs, we don't always get to "win". In fact, we're not supposed to.

I think the biggest frustration is that there is no obvious counter to this maneuver, and we all feel there should be one. The first instinct some of us GMs have to clever player shenanigans is "ban it", because we don't like it. We have to accept that sometimes the players outsmart us (they have more time on their hands anyway to think about these things, I have a scenario to prep).

When we see something we don't like, we can ask the player to temper that behavior in the interest of the fun of all. We should be able to self police these things. We can also seek guidance on the boards for ideas of how to deal with it (a lot of the time, when a player pulls shenanigans, they're doing something incorrect and we just need to correct it). And sometimes, we just have to accept that it works and move on.

I recommend GMng Night march of Kalkimedes or Library of the Lion to cleanse your palette...

Grand Lodge *

Jiggy wrote:
And why the heck did the BBEG charge straight at a guy who was obviously waiting and ready for him? The list of issues with the example is getting long; when you have to reach that far to contrive a situation in which your claim would be valid, your claim is not valid.

Because I do not metagame as a GM. Readying an action in no way confers to the bad guys what action is readied or what the provoking action is.

The scenario is simplistic to avoid a book, however it is perfectly valid, regardless of how many minions or there actions.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Grey_Mage wrote:
Jiggy wrote:
And why the heck did the BBEG charge straight at a guy who was obviously waiting and ready for him? The list of issues with the example is getting long; when you have to reach that far to contrive a situation in which your claim would be valid, your claim is not valid.
Because I do not metagame as a GM. Readying an action in no way confers to the bad guys what action or what the provoking action is.

That's not what I said. Of course the BBEG doesn't know what the PC's plan is, but it's clear in-character that he's ready for something, and that should give a would-be charger pause.

Silver Crusade 3/5

Grey_Mage wrote:
Readying an action in no way confers to the bad guys what action or what the provoking action is.

Sometimes it surely does.

If I ready the action "I fire my bow at the first orc to come through the door," there is a pretty good chance that I have nocked an arrow and am aiming my bow at the the door.

Conversely, if you saw me with my bow aimed at a door, you might suspect that I am readying to shoot someone walking through said doorway.

Grand Lodge *

Jiggy wrote:
Grey_Mage wrote:
Jiggy wrote:
And why the heck did the BBEG charge straight at a guy who was obviously waiting and ready for him? The list of issues with the example is getting long; when you have to reach that far to contrive a situation in which your claim would be valid, your claim is not valid.
Because I do not metagame as a GM. Readying an action in no way confers to the bad guys what action or what the provoking action is.
That's not what I said. Of course the BBEG doesn't know what the PC's plan is, but it's clear in-character that he's ready for something, and that should give a would-be charger pause.

If you had a spear in hand and chose not to act with it would give a would be charger pause.

A tank seeing lanky dex monkey isn't going to be intimidated, and the readied action prevents both charging and move, attack so your example is still invalid.


David_Bross wrote:
Spoiler:
There is a scenario where a bad guy threatens the life of a hostage if the PCs don't surrender. Because of a readied action, this is actually FAR less lethal than talking "free action" talking back "free action" and CdG.

I think I know which module you are referring to. I would note that the module actually says something which allows the GM to perform a coup de grace: it says something like, "the bad guy readies to perform a coup de grace." Obviously, a ready is a standard action, a coup de grace is a full round action, and thus it's impossible to do and ends up being just a normal strike on the prisoner. Right? Well, not quite.

The rules allow a person to start/complete a full round action over two standard actions.

It's clear the module author intended for the attack to be a CdG. The rules allow a person to start a CdG as part of a ready, and then complete that CdG when their next turn comes up. Now, this is super dangerous for the bad guy, as he/she is provoking AOO and stuck in a bad action for essentially 2 rounds. However, this does 2 important things for the module:


  • It allows the module author's intentions to be preserved
  • It freaks out players, who realize things are getting lethal bad
  • Bonus: it gives players time to stop what is normally an unstoppable murder

If the module in question does not have the wording I suggested, then I apologize, I must be thinking of another such module.

Shadow Lodge 4/5

Grey_Mage wrote:
Because I do not metagame as a GM. Readying an action in no way confers to the bad guys what action or what the provoking action is.
Grey_Mage wrote:
A tank seeing lanky dex monkey isn't going to be intimidated, and the readied action prevents both charging and move, attack so your example is still invalid.

I see a change in your tune here from 'the bad guy has no idea what action will be coming' to 'the tank will not be intimidated by the readied action', which is highly specified. Any combatant will at least consider if attacking a readied opponent is wise, and either way it is not metagaming to have the character decide to continue or alter tactics.

Grand Lodge *

TOZ wrote:
Grey_Mage wrote:
Because I do not metagame as a GM. Readying an action in no way confers to the bad guys what action or what the provoking action is.
Grey_Mage wrote:
A tank seeing lanky dex monkey isn't going to be intimidated, and the readied action prevents both charging and move, attack so your example is still invalid.
I see a change in your tune here from 'the bad guy has no idea what action will be coming' to 'the tank will not be intimidated by the readied action', which is highly specified. Any combatant will at least consider if attacking a readied opponent is wise, and either way it is not metagaming to have the character decide to continue or alter tactics.

No change in tune. Arguing on forums is difficult because even if you don't intend to use absolutes, people can infer them and say just because of an outlier you're wrong! Not you are 99% correct, but you missed some exceptions. I would simply state there is only a few hundred rules in Pathfinder, but with about 50,000 exceptions.

BBEG with a battle axe has one target within range this round. The target is obviously not flat-flooted, but BBEG is still gonna be confident in his own abilities. If the stated tactics say he attacks the nearest opponent...

Shadow Lodge 4/5

If the BBEG doesn't have a choice in actions, then it doesn't really matter whether or not he can see a readied action in wait. You're continuing to add more qualifiers.


With apologies, I'm working my way through this thread, and I might be replying to something that has already been hashed out and resolved in the last couple of hours of posting. I'll catch up shortly. In the meantime, I want to respond to this bit about readying a 5' step:

Grey_Mage wrote:
3) This defeats a person coming out of stealth to melee attack. An opponent appears from no where and swings at you, Per my readied action, "I attack and 5' step back and oh, if he wants to follow me he is no longer stealthed".

I would never allow this, both as a GM for my home games, and as a GM for Pathfinder Society. I think there are enough rules to back me up with the notion that the victim of a stealth attack is caught off guard (aside from just the entire concept being that the PC is caught off guard). For example, there is this text from the rules on the stealth skill:

Quote:
Creatures that fail to beat your Stealth check are not aware of you

If you are not aware of the attacker, I fail to see how your readied action can work. To me, that would be like a player saying, "We make camp and go to sleep, but we all ready counterstrikes against people who sneak up on us in our sleep." I mean, hey, great idea, totally metagamey way to cheat the system, but a readied action doesn't somehow give you an exemption from normal rules about needing to actually be aware of your opponent. Readied actions don't give you superhuman abilities to perceive everything around you, and they don't allow you to bypass all the normal rules for simulating physics and biology. If your character is asleep, you can't ready against attackers. If your character is caught unaware, you can't trigger your ready, because you have not yet perceived the threat.

Grand Lodge *

Toz, None of these qualifiers are relevant to the original post about using questionable readied actions to invalidate any melee attack options by a BBEG. Other than 1 notable exception, Grandpoobah, posters avoid the issue by stating the situation isn't realistic, or the BBEG should do something else.

Without map or tactics people are creating their own or simply refuse to confront the issue at hand by using outliers. But when I attempt to use qualifiers to redirect to the actual issue I am wrong?

The tank-like BBEG can be nullified using these tactics for at least 1.5 rounds or longer (by anyone). That much is true regardless of whether he advances or charges or chooses an alternate target in his second round.

I love the suggestion to enforce very specific conditions for the readied actions and intend to research more on this. I am curious about any alternative strategies to dissuade this use as I believe it breaks the game, encourages power players, and allows passing of scenarios without expenditure of resources if abused.

It has not been an issue as of yet, but I'd like to prepare for worst case. I am not interested in killing players indiscriminately, only giving them an adequate challenge. (Since I can't modify equipment or encounters, what other options are there?)

Grand Lodge *

aboyd wrote:

With apologies, I'm working my way through this thread, and I might be replying to something that has already been hashed out and resolved in the last couple of hours of posting. I'll catch up shortly. In the meantime, I want to respond to this bit about readying a 5' step:

Grey_Mage wrote:
3) This defeats a person coming out of stealth to melee attack. An opponent appears from no where and swings at you, Per my readied action, "I attack and 5' step back and oh, if he wants to follow me he is no longer stealthed".

I would never allow this, both as a GM for my home games, and as a GM for Pathfinder Society. I think there are enough rules to back me up with the notion that the victim of a stealth attack is caught off guard (aside from just the entire concept being that the PC is caught off guard). For example, there is this text from the rules on the stealth skill:

Quote:
Creatures that fail to beat your Stealth check are not aware of you
If you are not aware of the attacker, I fail to see how your readied action can work. To me, that would be like a player saying, "We make camp and go to sleep, but we all ready counterstrikes against people who sneak up on us in our sleep." I mean, hey, great idea, totally metagamey way to cheat the system, but a readied action doesn't somehow give you an exemption from normal rules about needing to actually be aware of your opponent. Readied actions don't give you superhuman abilities to perceive everything around you, and they don't allow you to bypass all the normal rules for simulating physics and biology. If your character is asleep, you can't ready against attackers. If your character is caught unaware, you can't trigger your ready, because you have not yet perceived the threat.

I would rule the same. I am curious about a stealthed character making a full attack round, but is cut off by the readied action before the iterative attack can be adjudicated, since it is an interruptible action and he is now aware.

I'm not poking holes into your response, as it is appreciated. I'm looking to forward the conversation to its logical conclusion. (That this rule leads to some illogical conclusions!)


Grey_Mage wrote:

Let me summarize the effects:

"Dex Monkey Trap finder" enters a room first when initiative begins. He wins and immediately readies action (standard and 5' step).

BBEG charges and DMTF interrupts with a readied attack and 5' step. BBEG can no longer attack DMTF because he used a charge (full round action specifically barring 5' step) and DMTF is now 10' away.

Other 5 party members are buffing and ranged shooting minions.

Next round DMTF does the same thing. BBEG 5' steps forward to full round attack, but DMTF again standard attacks and backs up 5'. BBEG sighs and takes another 5' step changing his 5' step into a movement action, so he only gets a standard attack this round.

Oh, it'd be much, much worse for the BBEG in my games. You have a problem with this tactic because it reduces the BBEG to getting only 1 standard attack. However, by my reading of the rules, I'd allow zero attacks for the BBEG. This is because in your last part, you note that his attack was foiled, so he stepped forward and then used a standard action to attack. For me, though, I'd allow the ready action to 5' away to be an interrupt on the attack. In other words, in your example, the BBEG 5' stepped up and tried to attack but was foiled. At that point, he's done moving because he already 5' stepped, and he already tried an attack action, so there is way left for him to move. The 5' mandates no other movement. The BBEG is robbed, sucks to be the BBEG.

In addition, I don't think interrupts like that are cheesy at all. So if you're in the Silicon Valley and would like to try it in my PFS games, I'll allow it. Come on down. I'll just have to make my BBEG adapt. I have no problem with this, and I think I'll still get in some good attacks before the enemies go down. No worries.

Note that I think it's totally fair for the BBEG to note who has done full attacks, and go after them, knowing full well that they have not and cannot ready actions to step away.

(And even if you do manage to foil my enemies entirely, all I can think to do is say, "You exploited the rules well and correctly, good game, congratulations on your win, see you next week." I have no problem with games like this. They seem tactical and fun, as crazy as that may sound.)

Grand Lodge *

aboyd wrote:


Oh, it'd be much, much worse for the BBEG in my games. You have a problem with this tactic because it reduces the BBEG to getting only 1 standard attack. However, by my reading of the rules, I'd allow zero attacks for the BBEG. This is because in your last part, you note that his attack was foiled, so he stepped forward and then used a standard action to attack. For me, though, I'd allow the ready action to 5' away to be an interrupt on the attack. In other words, in your example, the BBEG 5' stepped up and tried to attack but was foiled. At that point, he's done moving because he already 5' stepped, and he already tried an attack action, so there is way left for him to move. The 5' mandates no other movement.

Interesting. At least at the tables I've participated in the 5' step can be adjusted into a move action, retroactively applying any penalties such as AOO's incurred for the first 5' and reducing the movement by 5', but perhaps thats due to forgiving GM's and a host of newer players. I will dwell on this. Thank you.

Shadow Lodge 4/5

I've also had to consider if I was doing it wrong by allowing 5ft steps to be continued into move actions.


Grey_Mage wrote:
At least at the tables I've participated in the 5' step can be adjusted into a move action, retroactively applying any penalties such as AOO's incurred for the first 5' and reducing the movement by 5', but perhaps thats due to forgiving GM's and a host of newer players.

Well, yeah, normally I'd allow that too. But in just this one particular case, the idea (at least as far as I understand it) is that the PC steps away from the BBEG after the BBEG concluded his 5' step and was into the swing of his attack. In other words, the PC didn't trigger to move away on "BBEG steps adjacent," but instead triggered on, "BBEG attacks me." At that point, the BBEG is already done with the 5' step and is into the attack actions, so all that can be modified is the attack actions. The BBEG could intend to full attack, see the first attack fail, and then decide to retroactively change from full attack to standard attack action, which would gain the BBEG a move-equivalent action (but not an actual move, since the previous 5' step is ruining it for him). The BBEG couldn't, however, go back to prior to the attacks and change things that came before, such as the 5' step.

Maybe I'm being too nit-picky there?

In any case, I like my players to be mean to my BBEGs and when they ruin my plans, I have fun. I tend to overplan, and when they wreck things, I am forced to be spontaneous. I like that.

The Exchange 5/5

am I late to the thread? here's an older thread of mine that talks about stepping away from a charge....

Readied action to step away from a charge

it is kind of old - from Aug of 2011... but mostly the same things were being said there, for over 200 posts.

Grand Lodge *

aboyd wrote:


Maybe I'm being too nit-picky there?

In any case, I like my players to be mean to my BBEGs and when they ruin my plans, I have fun. I tend to overplan, and when they wreck things, I am forced to be spontaneous. I like that.

I can find no fault in your logic, so I wouldn't retro the 5' action because it already caused an external effect which does of course make my scenario worse, and I am am not pleased by that outcome and appreciate the insight at the same time.

Since this problem has existed since the publishing of the CRB, I have no hope of seeing this patched, errata'd, faq'd or whatever. I love this game but took it personal when I see people intentionally using actions that break the mechanics.

Although I am more comfortable than I was with it 12 hours ago, I still wish to prepare myself for the eventuality. The OP concerns were with people using this tactics while metagaming the encounter (I interpret that as pre-reading or GM'ing and acting accordingly)

My takeaways against these actions so far are:

-look to control the battlefield by denying 5' steps (darkness, grease, ect.)
-singling out characters who have already acted when possible
-ranged attacks on those people who look like they are just standing there. Maybe have the BBEG throw a hand axe or something.
-requiring more specifics on readied actions by the player

If there are others I have missed please share. I'm going through the earlier topics as well, so thank you Nosig.

Grand Lodge *

An additional idea taken from Nosig's link:

Have the BBEG advance with a readied standard action, "If the DMTF attacks me, I attack back" thereby interrupting the DMTF's interrupt before he can step back. Feels metagamey (and smells strongly of cheese) to me but its a tool that may be needed someday nevertheless. Recording here for posterity.

Wait...Its late and my head needs a break. Something occurred to me while writing this...

DMTF wins Initiative. Readies action to stab and 5' step if BBEG enters his melee range.

BBEG moves next to DMTF and readies a standard to attack DMTF if he is attacked.

DMTF tries to attack via readied action, but is interrupted by BBEG who attacks, then DMTF attacks and 5' steps.

Normally a readied action/interrupt places you ahead of the provoking action... so does BBEG now have the relative + initiative?

If so it prevents the PC from melee locking the BBEG with readied actions and 5' steps.

Sovereign Court 5/5

Assuming that readied 5 foot steps are even legal (a distinction upon which I'm not commenting) they're not that big a deal, imo. Definitely not game breaking.

If the player wants to trade his action for the monster's, there's several ways to preserve the monster's action if the GM feels that tactic is abusive.

The GM can play the meta game right back. If the monster is intelligent (especially if it's more intelligent than humans, like the real world GM) the GM can simply use that knowledge of the declared action and have the BBEG not waste his action accordingly. "Oh, if I move up you plan to move away? Fine, your action is already wasted, I'll just do something else/attack someone else." If a GM is going to portray the tactics of something that's smarter than the GM is, then using meta knowledge of the PCs actually is a fine way to simulate that super-human intelligence.

If the monster doesn't have the smarts to justify claiming it is smarter than the GM is, make the player hide his PC's planned trick with an opposed Bluff check. The GM can still have it roll (and if the GM feels necessary, fudge the dice to succeed) on a Sense Motive check to come to the same result.

So in short, like everything else.. abusive actions by players can only go on so long as the GM tolerates it. Power is still on the GM's side of the screen, even in PFS.

5/5 5/55/55/5

Ahhh the immortal dancing kobold. Haven't seen them in a while.

I think its worth noting that PFS banned crane wing for doing this when it cost a feat.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Jiggy wrote:
Accusations of "cheese" aside,

No accusation. That was a statement of fact. And by fact, I don't mean that it is a fact that it is cheese, but rather that most people in my area do, in fact, feel it is cheese. "Cheesy" is one of those phrases like "Power Gamer" or "Over Optimized" that can never be defined objectively and must always be assumed to be subjective.

Quote:
Save it for when you're trying to prevent a TPK.

Indeed! While this isn't true for all GMs, I find the amount of resistance a GM shows towards questionable tactics or rules interpretations is inversely proportional to the lethality of the encounter. In that, it's kind of like how most people view cannibalism. It's not acceptable, but if it was the only way to survive, we look the other way.

Dark Archive 2/5

Jiggy wrote:

(Nobody seems to mind that as long as it's a hold person or web or... well, really anything magical. Yet when it's a defensive action tactic or a skilled grappler or other nonmagical method, suddenly it's game-breaking.)

Nonmagical Fear effects likewise cause some GMs to explode (e.g., the Rogue Thug archetype, esp. if combined with the compatible Scout archetype (IIRC)). Ditto on Trip or Disarm feats with whips (Serpent Lash, etc).

1/5

I am having trouble with the example, and I don't see my objection anywhere else so I will wade in here.

PC wins initiative, readies an attack if attacked, (maybe gets in position first, I don't know)

BBEG goes next, charges, gets to 5' away, PC attacks and 5' steps away, BBEG can't attack and effectively does nothing but move.

Round 2 is where I am having the huge problem.

BBEG now has a higher initiative than PC because PC acted after BBEG in round 1 lowering his initiative to that of BBEG but acting after on the same initiative.

BBEG full attacks the PC.

PC readies an action to attack if attacked.

All odd rounds are like round 1, all even rounds are like round 2.

So in effect you are trading standard attacks for full attacks to nullify half of the BBEG's actions. Not the worst strategy, but not game breaking either.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Readied actions change your initiative to the count immediately prior to the interrupted characters initiative, not after.

Quote:
For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

5/5

Gregory Connolly wrote:

I am having trouble with the example, and I don't see my objection anywhere else so I will wade in here.

PC wins initiative, readies an attack if attacked, (maybe gets in position first, I don't know)

BBEG goes next, charges, gets to 5' away, PC attacks and 5' steps away, BBEG can't attack and effectively does nothing but move.

Round 2 is where I am having the huge problem.

BBEG now has a higher initiative than PC because PC acted after BBEG in round 1 lowering his initiative to that of BBEG but acting after on the same initiative.

BBEG full attacks the PC.

PC readies an action to attack if attacked.

All odd rounds are like round 1, all even rounds are like round 2.

So in effect you are trading standard attacks for full attacks to nullify half of the BBEG's actions. Not the worst strategy, but not game breaking either.

Actually, this is backwards. The PC is right ahead of the BBEG in initiative order. Ready actions put you ahead of the person you interrupt. Delaying puts you behind.

1/5

Hmm, it seems to be viable against someone without natural reach, I was mistaken.

Though why a BBEG wouldn't simply declare they are moving into the PCs square and attacking is beyond me at this point. Either the PC gets overrun because they worded their ready clause wrong which shuts down the tactic, or they attack, back off, and then get attacked from their former square with the BBEG ending adjacent and shutting down the tactic.

I learned something, so I don't mind that I was wrong before.


Spring Attack: Since making the attack doesn't end your move, if he movement left he should move up and try again to attack (his first attempt was aborted BEFORE IT WAS STARTED since that's when the PC's readied action went off).

Minions: If BBEG has minions, let them eat the readied actions (assuming a trigger worded like, "If I am attacked, I..." or position to make them sub-optimal BEFORE BBEG attacks. That's what they're there for.

Readied total-defense: This... is a once-per-fight thing that sacrifices initiative for a possible AoO on someone who will now be faster than you for the rest of the fight. And it isn't really likely to pull an AoO, since anyone whose turn doesn't include any visible standard actions is CLEARLY dangerous to approach. Even without the fact that readying an attack means you've drawn and readied your weapon to chop the asdf out of the first thing that gets too close.

Nitpick: Anyone who says "I don't metagame" either doesn't play or doesn't understand the words they're saying. The *degree* to which you metagame is debatable and subjective. That you do is virtually guaranteed in any game system with mechanics. Even just choosing not to attack the down-but-stable PC when playing an evil/mindless/animal-intelligence NPC is metagaming. The GM has to metagame the most, because he has to craft the entire story with the mechanics in mind.

Sczarni 4/5

Dar_ wrote:

Either due to the players being aware of a situation, or just using technically legal rules that are just trying to game a combat advantage from a turn based system. Can a GM not allow purely metagame actions.

Two actions I take some exception to. Readying a 5ft step to avoid an attack. Readying a total defense (this getting the benefits while still threatening and take AOOs). Both feel metagamey to me and an artifact of the turn based system. In a real time combat situation, neither would make "sense", in a world with magic that makes sense.

"Readying a 5ft step to avoid an attack. Readying a total defense (this getting the benefits while still threatening and take AOOs)" - You can't ready action to 5 ft. step, but you can ready a standard action & 5 ft. step during your turn if you didn't move (use the move action) during your turn.

This tactic is slightly boring, but people forget that ready action is resolved before opponent's action.

Example:
PC: "I ready my action to enter into total defense and 5 ft. step from enemy if he attempts to attack me."
GM: "Very well. Mook N0.1 approaches you by moving 10 feet and attempts to strike you."
PC: "I resolve my ready action!"
GM: "Very well. Mook N0.1 continues to move 5 additional feet as part of finishing his move action to you and attempts to strike you again."
PC: "..."

The Mook N0.1 in the above example never really managed to roll the dice. If he actually managed a single attack roll, a single 5 ft. step after it, would block his further attacks (if he had any). In some cases you can interupt the flow of enemy actions, but overall, those cases are fairly rare I think.

Silver Crusade 3/5

2 people marked this as a favorite.
gatherer818 wrote:
Nitpick: Anyone who says "I don't metagame" either doesn't play or doesn't understand the words they're saying. The *degree* to which you metagame is debatable and subjective. That you do is virtually guaranteed in any game system with mechanics. Even just choosing not to attack the down-but-stable PC when playing an evil/mindless/animal-intelligence NPC is metagaming. The GM has to metagame the most, because he has to craft the entire story with the mechanics in mind.

+1

It is irritating to hear "metagaming" used incorrectly and always with a negative meaning. There is good metagaming. Every time I am playing a character who decides to go along with whatever cockamamie scheme that Pathfinder Society VCs have laid out for us, I am metagaming. "No, that's not what my character would do, but it will advance the plot, so let's do it."

Grand Lodge *

The action that was interrupted must go forward, otherwise we run into a paradox.

Spring attack means the bad guy moves forward and when he attacks, the other person interrupts and moves out of range. The bad guy still has a remaining move but his attack attempt was invalid so no chance to hit this round.

That's why this tactic is cheesy because a kobold can keep a level 20 barbarian busy as long as there is room to 5 foot step, or the melee barbarian must adjust tactics to ranged. Those rounds are entirely to precious in PFS due to typical short combats.

I'm more comfortable with it than I was yesterday, but still don't like it.

Liberty's Edge 5/5

trollbill wrote:
Jiggy wrote:
Accusations of "cheese" aside,

No accusation. That was a statement of fact. And by fact, I don't mean that it is a fact that it is cheese, but rather that most people in my area do, in fact, feel it is cheese. "Cheesy" is one of those phrases like "Power Gamer" or "Over Optimized" that can never be defined objectively and must always be assumed to be subjective.

Quote:
Save it for when you're trying to prevent a TPK.
Indeed! While this isn't true for all GMs, I find the amount of resistance a GM shows towards questionable tactics or rules interpretations is inversely proportional to the lethality of the encounter. In that, it's kind of like how most people view cannibalism. It's not acceptable, but if it was the only way to survive, we look the other way.

Interesting.

trollbill, aren't you one that often argues, vehemently in some cases, for allowing players to play what they want, even if it is an overpowered monstrosity, as long as its within RAW?

How do you reconcile that with frowning upon (to the point of shaming players) who choose to use equally as RAW legal tactics?

Sczarni 4/5

Grey_Mage wrote:


That's why this tactic is cheesy because a kobold can keep a level 20 barbarian busy as long as there is room to 5 foot step

If this was true, I honestly believe that every PC would quit playing if I as a GM did this to them. Hell, it would pretty much auto-negate charge based classes like cavalier.

Sczarni 4/5

This is J.J. commenting on the same topic.

Liberty's Edge 5/5

That's how I'd interpret the movement rules as well Malag.

5/5 5/55/55/5

Poimandres wrote:
Jiggy wrote:

(Nobody seems to mind that as long as it's a hold person or web or... well, really anything magical. Yet when it's a defensive action tactic or a skilled grappler or other nonmagical method, suddenly it's game-breaking.)

Nonmagical Fear effects likewise cause some GMs to explode (e.g., the Rogue Thug archetype, esp. if combined with the compatible Scout archetype (IIRC)). Ditto on Trip or Disarm feats with whips (Serpent Lash, etc).

the problem with the fear mechanics is that they're automatic on very little investiment. The DC simply does not scale, at all, with level and theres no defense for humanoids

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Andrew Christian wrote:


Interesting.

trollbill, aren't you one that often argues, vehemently in some cases, for allowing players to play what they want, even if it is an overpowered monstrosity, as long as its within RAW?

How do you reconcile that with frowning upon (to the point of shaming players) who choose to use equally as RAW legal tactics?

As you pointed out, I am for allowing players to play whatever they want. That is not the same thing as allowing players to play however they want.

The basic premise of organized play is that a character that is legal at one table is legal at all tables. Without that premise, the entire concept of organized play becomes irrelevant. As such, I have always advocated against GMs misusing their authority to violate this premise and rule that certain builds are not allowed at their tables even though that build is society legal. But allowing a potentially abusive build at the table and allowing actual abusive behavior at the table are two different things.

Sovereign Court 5/5

To me, metagaming is a player of a 1st level character without Knowledge: Religion putting away their preferred greatsword and getting out a blunt weapon to deal with skeletons.

We all do it at some level or another. Hard not to when we're playing in a metaworld with characters that don't really exist.

5/5 *****

The Human Diversion wrote:

To me, metagaming is a player of a 1st level character without Knowledge: Religion putting away their preferred greatsword and getting out a blunt weapon to deal with skeletons.

We all do it at some level or another. Hard not to when we're playing in a metaworld with characters that don't really exist.

That's about the opposite of metagaming to me. It shouldnt take a Knowledge check to theorise that the walking pile of bones is likely to be harmed more easily by a big blunt instrument than a big slashing one. Characters can reasonably come to decisions based on what they see in the world. I would have an issue with someone pulling out, say, a silver weapon for a devil as you have no obvious basis for doing so.


trollbill wrote:

No one in my area really tries tricks like this as they are usually frowned upon. To a degree, this is because most people feel they are cheesy, but really it's because attempts to use such cheese will invariably create an argument that disrupts the game. And for most people, the desire to have a smooth, fun game outweighs the desire to show everyone some cool metagame trick they discovered.

I would simply recommend talking to the players who do this and explaining its potential problems. While not everyone listens, more do than don't.

I think the most egregious trick I have ever used like this involved a Wall of Force and two successive readied actions.

Can something be cheese and suboptimal at the same time? I can see it being useful in corner cases, but as an ongoing strategy someone not attacking or not casting spells is not going to bode well in many cases.


The Human Diversion wrote:

To me, metagaming is a player of a 1st level character without Knowledge: Religion putting away their preferred greatsword and getting out a blunt weapon to deal with skeletons.

We all do it at some level or another. Hard not to when we're playing in a metaworld with characters that don't really exist.

It's also a 1st level character without Knowledge: Religion putting away their preferred blunt weapon and getting out a edged weapon to deal with skeletons - to avoid metagaming.

Sovereign Court 5/5

The Human Diversion wrote:

To me, metagaming is a player of a 1st level character without Knowledge: Religion putting away their preferred greatsword and getting out a blunt weapon to deal with skeletons.

We all do it at some level or another. Hard not to when we're playing in a metaworld with characters that don't really exist.

The thing is, the GM doesn't have to allow that action. He can tell the player that no, you have no reasonable in-game justification to act out of character for metagame reasons. Yes it's your character and you define what is in character and out of character.. but you've already defined it by having the greatsword as his preferred weapon.

GM can put his foot down on the metagaming and force the player to have his PC fight with the greatsword, at least until circumstances change and the PC without knowledge/religion is warned by someone who DOES have it, or the PC observes the DR in action.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

wraithstrike wrote:
trollbill wrote:

No one in my area really tries tricks like this as they are usually frowned upon. To a degree, this is because most people feel they are cheesy, but really it's because attempts to use such cheese will invariably create an argument that disrupts the game. And for most people, the desire to have a smooth, fun game outweighs the desire to show everyone some cool metagame trick they discovered.

I would simply recommend talking to the players who do this and explaining its potential problems. While not everyone listens, more do than don't.

I think the most egregious trick I have ever used like this involved a Wall of Force and two successive readied actions.

Can something be cheese and suboptimal at the same time? I can see it being useful in corner cases, but as an ongoing strategy someone not attacking or not casting spells is not going to bode well in many cases.

To paraphrase Forest Gump, "Cheese is as cheese does."

But, as Jiggy pointed out, what's really important isn't the cheese, but rather how disruptive to the game the cheese is.

Dark Archive 2/5

The Human Diversion wrote:
To me, metagaming is a player of a 1st level character without Knowledge: Religion putting away their preferred greatsword and getting out a blunt weapon to deal with skeletons.

It seems weird to me that three years of Pathfinder training in a world besieged by the Whispering Way wouldn't include "blunt for skinny, sharp for stinky undead." Detailed knowledge? No. But basic knowledge? Well, yes.

First level characters are supposed to be ground-level professionals rather than commoners or aristocrats or experts or other NPC classes. I love to encourage players at my table to roleplay weaknesses and ignorances -- but that's the sort of knowledge (above) that I think that all should have. Not specialized, just something that a professional WOULD get in a three year training course.

The Exchange 5/5

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thejeff wrote:
The Human Diversion wrote:

To me, metagaming is a player of a 1st level character without Knowledge: Religion putting away their preferred greatsword and getting out a blunt weapon to deal with skeletons.

We all do it at some level or another. Hard not to when we're playing in a metaworld with characters that don't really exist.

It's also a 1st level character without Knowledge: Religion putting away their preferred blunt weapon and getting out a edged weapon to deal with skeletons - to avoid metagaming.

DC to identify a Skeleton would be ... 5+CR at my table. and Knowledge checks for DCs below 11 are possible untrained.

So... INT 7 fighter to ID a Skeleton would be something like DC 5 or 6, so he needs to roll a 7 or 8. He still will miss it 30-35% of the time (say 1/3), but then there are other PCs at the table who could easily point out the problem.

Common monsters should be a DC 5+CR...


nosig wrote:

DC to identify a Skeleton would be ... 5+CR at my table. and Knowledge checks for DCs below 11 are possible untrained.

So... INT 7 fighter to ID a Skeleton would be something like DC 5 or 6, so he needs to roll a 7 or 8. He still will miss it 30-35% of the time (say 1/3), but then there are other PCs at the table who could easily point out the problem.

IDing a skeleton lets you know that the skeleton is a skeleton (which sounds easy but telling a skeleton from a skeleton champion isn't always going to be obvious). You'd need to make DC 11 to know one useful bit of information about a skeleton - which hopefully the GM would allow to be the DR.

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