Cleric of Brigh

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Just a thought, but if Perception is used for initiative, they could have integrated that into the system one way or another. Perhaps those with a higher Initiative (Perception) versus the trap are able to act and get out of the way before the trap (it's Spot DC being its initiate order) activates. If you are actively searching / looking to disable a trap, you might even use your Disable Device (or equivalent) to enter Initiative.

Just a wild guess though :)


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Mark Seifter wrote:
You guys have figured it out. I will admit: Figuring out a way to handle save or lose effects that was more fun to play with than "Your monster/PC either wastes the turn or instantly wins" is what initially led me to formulate the design doc for the four degrees of success in the first place. That way, you can do something that's still somewhat useful even if they make the save (though not if they critically succeed) and then something powerful but not instawin if they fail and something more extreme on a critical fail. This also has the added benefit of dealing double damage from spells like fireball when the enemies get a critical failure!

Firstly, thank you for all the awesome insight you are spreading across this forum, every answer you give makes me more hopeful for a no brainer decision towards transitioning.

Secondly though, does this mean we are expected to see quite a large disparity between what a player would have as a save, and what a monster would receive? In Pathfinder, if I ever found myself in a position where I was regularly failing a typical encounters DC's by more than 10, I would feel there was a fundamental problem with my character that I needed to address! Or am I just incorrectly assuming that 10 is the boundary here, hence my confusion?


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technarken wrote:

1. Give us ways to get more reactions.

I couldn't agree more. I am desperately hoping (but not optimistic) that you still will get multiple reactions a turn. The Starfinder system is:

a) One reaction a turn.
b) Reactions happening AFTER the trigger if not purely defensive.
c) So few reactions to actually take.

This Severely limits the options and enjoyability of combat in Starfinder. We have already seen there are going to be different ways to use reactions (shields being one of the few things revealed) so point c) I am not worried about, but not having any way to take more than one reaction, or disrupt spells, disappoints me immensely.

Keep Combat Reflexes, or something similar. An X number of reactions at each level would be fine as well, feat locked or otherwise.