| Fuzzy-Wuzzy |
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Going by the very literal reading, it would seem that you could. But that can create an absurd situation. For example, your last action was to do a double slice on an enemy. Since then, the enemy walked 100ft away from you. On your next turn, you... flense them from 100ft away?
If the opponent has a reaction triggered by "you just got double sliced" that lets them run away, you get the same thing within a single turn. However you'd rule that, rule the cross-turns one the same way.
| Nyhme |
Going by the very literal reading, it would seem that you could. But that can create an absurd situation. For example, your last action was to do a double slice on an enemy. Since then, the enemy walked 100ft away from you. On your next turn, you... flense them from 100ft away?
I agree some situations seem absurd. However, the same dedication that gives flensing slice also has dual throw allowing all melee strikes to be done with thrown weapons. So many builds will already be doing flensing slice at range.
And I absolutely agree it's up to the gm and player to discuss it. I think thats the most fun way to answer any question. My worry is pathfinder society. There are so many vague rules left to interpretation right now. Say i build an archer dedicated build running triple shot and 3 fights into the first day after leaving town and ive gone through 60 arrows. Or in this scenario if I'm running a rogue and using flensing to establish flatfooted but get a gm that interprets it differently. I've been lucky enough to play with the same group of guys for over 20 years now but I that concern is one of the main reasons why I've never tried society games.
| Ravingdork |
Seems simple enough to run to me. It works as described. If the enemy moved 100 feet since the last round, then I rule that it doesn't work. Full stop. Easy peasy.
The game runs much more smoothly when you remember that the rules are a basic framework designed to assist in allowing you and the players to enjoy a fantasy game world, rather than slavishly treating it like computer code. The GM is encouraged to bend or even break the rules and make a ruling when the occasional corner case doesn't make a lick of sense.