Exploration Mode: Defend using Parry?


Rules Discussion

Verdant Wheel

As the title. Here is the relevant text:

Defend
(Exploration Activity)
You move at half your speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.

Parry
(Weapon Trait)
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

In my home game, I'd totally allow it. Sure. But is it rules-legal or errata-worthy?


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strict rules as written this doesn't work because defend relies on the Raise a Shield action while the parry weapon trait relies on the Interact action.

If any GM, even in PFS play, actually stopped this from working, it'd shake my confidence in their ability to make reasonable rulings.

I wouldn't say it isn't errata-worthy, but I would say that I don't think it's a high priority for errata because of how obvious it should be to any GM presented with it how best to handle it.

Verdant Wheel

I suspect that, over the next few months, many questions will come up about this new "mode" of play: Exploration Mode.

Not because it hasn't existed in games until now, but because this version of rules has formalized it explicitly into it's ruleset.

Encounter Mode ("combat") is such a well-trodden path, that the interactions surrounding it have been greased and tightened such that there is (imo) far less ambiguity in adjudication.

Thus, I think that rules clarification, and errata candidacy, with Exploration, are not only imminent, but welcome.


Sorry for the necro, but I didn't see the point of creating a new thread when this one already exists.

I wonder how you, as a GM, would react to a player asking to use an Exploration Activity similar to Defend but with feats similar to Raise a Shield, among others:
- Twin Parry
- Extravagant Parry
- Hydraulic Deflection
- Ceremony of Protection
- Flowing Palm Deflection
- Defend Summoner


I typically allow it. it's fine, Even encouraged if we look at GMCore.
But it does need to be on a case by case basis.

GM Core pg. 42, Running Exploration/Exploration activities wrote:

Improvising New Activities

The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. (Defend, for example, is based on using 1 action to Stride then 1 to Raise your Shield, which is why the PC moves at half Speed.) Hustle is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds.

When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities that the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most.


NorrKnekten wrote:
But it does need to be on a case by case basis.

Taking the abilities I've linked as examples, are there some you'll refuse?


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Not really, They all boil down to Defend but using something else than a shield. You are still neglecting other exploration activities and cannot take reactions. Same as Raise Shield and its many reactions/free actions.

Extravagrant parry looks like something a player might want to use to gain an edge that isnt written in the rules. But its not really that different from a rogue gaining bonuses from Avoid Notice or other Exploration activities.

For example Repeat a Spell is one of the most under used exploration activities that I know off, but rules as written it makes bards and witches start of with a buffing Hex or Composition. Other casters too can use it to start with Shield or Timesense.

Dark Archive

SuperBidi wrote:

Sorry for the necro, but I didn't see the point of creating a new thread when this one already exists.

I wonder how you, as a GM, would react to a player asking to use an Exploration Activity similar to Defend but with feats similar to Raise a Shield, among others:
- Twin Parry
- Extravagant Parry
- Hydraulic Deflection
- Ceremony of Protection
- Flowing Palm Deflection
- Defend Summoner

Yeah, I'd allow all of these as exploration activities. Unless there was insufficient humidity to permit Hydraulic Deflection, but that'd be a real odd case.


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SuperBidi wrote:
NorrKnekten wrote:
But it does need to be on a case by case basis.
Taking the abilities I've linked as examples, are there some you'll refuse?

No, I would allow all of those.

As mentioned earlier, it isn't technically RAW. But as the rules for Exploration mode are designed to be augmented, I don't see a problem with it.

The ones that I would restrict are ones that have a cost or require a particular enemy.

A Wizard couldn't use Protective Wards right before they notice an enemy so that the spell is active during the entire first round of combat because they don't know when 'right before they notice an enemy' is. They also couldn't sustain the spell for longer than its 1 minute maximum duration.

And most notable for this discussion, I wouldn't let them Repeat a Spell with it after they run out of focus points - which will happen practically immediately. Best case, they will have 3 minutes of Protective Wards available. They still have to pay the cost for the spell even in Exploration mode.

I also wouldn't allow something like Overextending Feint because that requires a particular enemy. If no enemy is present that you are aware of, who are you using the ability on?


Personally I'd allow actions/activities in exploration mode on the same basis as Repeat a Spell. Only two actions and down, requirements must be met as normal, anything that uses resources is discouraged but not outright banned, I as the GM reserve the right to say a specific Repeated Activity could make you Fatigued. That last one is particularly important to remember so an "inventive" player can't, say, use something like Running Tackle or Sudden Charge to completely circumvent travel speed and Hustle


Another couple of interesting cases that come up with this are Mountain Stance and the Kineticist's various armor Impulses.

Mountain Stance would be a houserule. Stances are not allowed to be active while not in combat. But it is a very justified houserule. It is a bit of a feels-bad to tell the Strength-based Monk that they just get to have a terrible AC for the first half (on average) of the first round of every combat.

Kineticist Armor Impulse, such as Hardwood Armor and Armor in Earth will last for 10 minutes without needing sustained. I don't see any restrictions on using them during Exploration mode. And from Channel Elements:

Channel Elements wrote:
Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained.

The armor Impulses would remain in effect even when the Kinetic Aura ends. The armors are not a Stance and so don't fall into the next (unquoted) sentence saying that Impulse Stances end.

You would have to re-open the Kinetic Channel and re-cast the Impulse once every 10 minutes, but I don't think that would even be an Improvised Activity level of strain.

It is up to the GM to decide if opening the Kinetic Aura in town is going to offend the natives or not. Personally, if Fred the Fighter can walk around in full armor and carrying several different weapons without being seen as a threat, then Ken the Kineticist should be allowed to have some metal flakes swirling around him without drawing too much attention. But that is just my opinion on the matter.


Finoan wrote:

Another couple of interesting cases that come up with this are Mountain Stance and the Kineticist's various armor Impulses.

Mountain Stance would be a houserule. Stances are not allowed to be active while not in combat. But it is a very justified houserule. It is a bit of a feels-bad to tell the Strength-based Monk that they just get to have a terrible AC for the first half (on average) of the first round of every combat.

Kineticist Armor Impulse, such as Hardwood Armor and Armor in Earth will last for 10 minutes without needing sustained. I don't see any restrictions on using them during Exploration mode. And from Channel Elements:

Channel Elements wrote:
Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained.

The armor Impulses would remain in effect even when the Kinetic Aura ends. The armors are not a Stance and so don't fall into the next (unquoted) sentence saying that Impulse Stances end.

You would have to re-open the Kinetic Channel and re-cast the Impulse once every 10 minutes, but I don't think that would even be an Improvised Activity level of strain.

It is up to the GM to decide if opening the Kinetic Aura in town is going to offend the natives or not. Personally, if Fred the Fighter can walk around in full armor and carrying several different weapons without being seen as a threat, then Ken the Kineticist should be allowed to have some metal flakes swirling around him without drawing too much attention. But that is just my opinion on the matter.

To be fair, There is a feat specifically to enter a stance upon rolling initiative.

For 10-minute duration actions its typically enough to just say that they recast it every time it wears off, I got a Metal Kineticist in a game I run doing just that because.. why not..we don't rule that recasting focus points or alchemist QA elixirs count as exploration activites?

I do agree that a fighter can wear armor and weapons no problem as long as they are stowed, But having weapons drawn is the crux which the aura is pretty much equivalent too that. (much like shouting in Skyrim, Might even be laws against it).


NorrKnekten wrote:
To be fair, There is a feat specifically to enter a stance upon rolling initiative.

Yes... Reflexive Stance... at level 12.

For other stances that give unarmed attacks, and Step distance increases, and bonuses to Leap, and other such things like that, I would require the feat.

For AC bonus I would not. But I will call my houserule a houserule. Other GMs can and probably will rule differently.


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Finoan wrote:
NorrKnekten wrote:
To be fair, There is a feat specifically to enter a stance upon rolling initiative.
Yes... Reflexive Stance... at level 12.

Yeah, The point being that it is fine as unlike the feat you give up your exploration activity doing so. But I can also imagine a GM stating that being 'stanced' is something that might bring fatigue much akin to how Figment is stated to bring fatigue for the purposes of repeat a spell.


NorrKnekten wrote:

Not really, They all boil down to Defend but using something else than a shield. You are still neglecting other exploration activities and cannot take reactions. Same as Raise Shield and its many reactions/free actions.

Extravagrant parry looks like something a player might want to use to gain an edge that isnt written in the rules. But its not really that different from a rogue gaining bonuses from Avoid Notice or other Exploration activities.

For example Repeat a Spell is one of the most under used exploration activities that I know off, but rules as written it makes bards and witches start of with a buffing Hex or Composition. Other casters too can use it to start with Shield or Timesense.

I agree the only thing at first glance that can be "exploited" is Extravagrant parry due its capability to give panache to swashbuckler yet I fail to see this being OP and also requires that the enemy acts first, target the swashbuckler and miss.

In general I would allow all them yet I still reserve my right to veto if a player finds a way to abuse.

In general is how I recommend any GM to deal with creative uses. Use the "yes but" explaining that if you see problems you might restrict or forbid later.


NorrKnekten wrote:
I do agree that a fighter can wear armor and weapons no problem as long as they are stowed, But having weapons drawn is the crux which the aura is pretty much equivalent too that. (much like shouting in Skyrim, Might even be laws against it).

My follow up to this is to mention that it assumes that the only reason for a Kineticist to have their Kinetic Gate open is to attack people with.

Not all Kineticist characters are going to be adventurers.

An NPC Kineticist Fire Warden doing their normal job of fighting fires that have sprung up in town will do so with their Kinetic Gate open.

An NPC Kineticist medical professional using any of the healing Impulses is going to have to have their Kinetic Gate open while they work.

An NPC Kineticist using Base Kinesis to dig ditches, or Extended Kinesis to refill their farm's water tower, or Igneogenesis to build or repair the town's walls is going to have their Kinetic Gate open while they do their jobs.

Simply having a Kinetic Gate - whether closed or open - could be seen as just the same as having a weapon or a spellbook or a familiar. By itself, it isn't a threat. It is only a threat if the person is threatening someone with the power that it gives.


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Finoan wrote:
Norrknekten wrote:
I do agree that a fighter can wear armor and weapons no problem as long as they are stowed, But having weapons drawn is the crux which the aura is pretty much equivalent too that. (much like shouting in Skyrim, Might even be laws against it).

My follow up to this is to mention that it assumes that the only reason for a Kineticist to have their Kinetic Gate open is to attack people with.

...
Simply having a Kinetic Gate - whether closed or open - could be seen as just the same as having a weapon or a spellbook or a familiar. By itself, it isn't a threat. It is only a threat if the person is threatening someone with the power that it gives.

Doesn't assume anything like that. Just noting that magic, just like weapons, should not be brandished or wielded outside of active legal use.

A non-adventuring kineticist would typically not have their gate open while going to the market. Just as one don't carry sharp objects in one's hands while at a bustling street unless you are some kind of peacekeeper,lawbreaker or fishmonger at your stand.


NorrKnekten wrote:
Doesn't assume anything like that. Just noting that magic, just like weapons, should not be brandished or wielded outside of active legal use.

Uhh... The assumption is that having the gate open is 'brandishing' magic. Not simply having magic. So... yes, you are making that assumption.

More examples:

Townsfolk using Whisper on the Wind like it is a cell phone to talk to their friends and family with.

Townsfolk using Stepping Stones to cross the creek with during peak traffic times when the town's bridge is packed and slow to cross with.

I also have to wonder if you are similarly considering it brandishing magic when spellcasters use magic for utilitarian purposes around town. If not, you probably should. Casting spells also causes visual manifestations of magical power going on that commoners will notice, but not necessarily be able to identify. There may also be laws against Fus Rho Dah like that too.

If you are going to prevent the Kineticist from keeping their Impulse armor on in town, you have to prevent them from ever having their Kinetic gate open. Because the gate only needs to be open for 1 action every 10 minutes. That is the same as casting a spell quickly in town. Not wandering around town with the Kinetic Gate open constantly.

No sense being discriminatory to one single class like that. If any spellcasting is 'brandishing' magic, then it should be so for all spellcasting classes. Not just Kineticist.


There is no discrimination here and you are being overly pedantic in what you believe i'm saying. Even missunderstanding what brandishing means in the context. So yeah... I am not making that assumption you think I am.

The problem is not about having, or using it. But wielding it without good reason is a problem. Your gate is a tool and a weapon, treat it as such.
Even a boxknife is a weapon, But you don't see people having an issue when someone pulls one out to open a box and then immediatly putting it away. Its wielded in a lawful manner as opposed to just walking around with it in your hand, blade extended.

Which is the entire point I made to begin with. It was a comparison to holding weapons in your hands, ready to be used when there is no reason to use them. This applies to wands too. It is not in the same context as bringing the aura up for a few seconds to light a candle or eat an apple. Or casting Light during the late hours.


NorrKnekten wrote:
you are being overly pedantic in what you believe i'm saying.

Well, yeah. Overly pedantic is pretty much how I think.

That's my... normal.

Verdant Wheel

Ectar wrote:
SuperBidi wrote:

Sorry for the necro, but I didn't see the point of creating a new thread when this one already exists.

I wonder how you, as a GM, would react to a player asking to use an Exploration Activity similar to Defend but with feats similar to Raise a Shield, among others:
- Twin Parry
- Extravagant Parry
- Hydraulic Deflection
- Ceremony of Protection
- Flowing Palm Deflection
- Defend Summoner

Yeah, I'd allow all of these as exploration activities. Unless there was insufficient humidity to permit Hydraulic Deflection, but that'd be a real odd case.

+1


Expectations for reactions to weapons/magic will vary depending on where you are and who your around.

Hopefully players won't always be instantly ready for a fight, take quick draw if that's the case.


Thanks everyone for all your answers. I'm in line with what has been said but I wanted to check I was not alone :)

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