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*Pathfinder & Starfinder
Actual play: my first "social only" session
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<blockquote data-quote="I'm A Banana" data-source="post: 5655284" data-attributes="member: 2067"><p>For me, the exploration challenges generally cost the PC's a day's rations and a healing surge (that they can't recover) when they fail a check. Failure also means you can't try anymore. They just need to get X successes (usually 3-5, depending on how hard/how many days the journey is supposed to be). </p><p></p><p>The party could die on the road, running out of supplies or healing surges, or they could simply all fail and wind up back where they started (making that particular strategy impossible: they must now find a map/hire a guide/something else), or they could make it to the place, with several surges and rations spent. </p><p></p><p>The key here, I've found, is to make sure there's more than one path (usually ~ 3 paths) from Point A to Point B. The party might not want to spend the gold to hire the guide, or take the well-traveled, but bandit-ridden roads, but they'll eventually be out of options, if they want to go there, and they keep failing.</p><p></p><p>That doesn't work so well for social encounters (though the success/failure still functions OK, the only real risk is "the other guys don't change their minds"), and I'd still like the PC's do be able to do something unique and distinctive ("I roll another check..."), but it's an adequate stop-gap. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5655284, member: 2067"] For me, the exploration challenges generally cost the PC's a day's rations and a healing surge (that they can't recover) when they fail a check. Failure also means you can't try anymore. They just need to get X successes (usually 3-5, depending on how hard/how many days the journey is supposed to be). The party could die on the road, running out of supplies or healing surges, or they could simply all fail and wind up back where they started (making that particular strategy impossible: they must now find a map/hire a guide/something else), or they could make it to the place, with several surges and rations spent. The key here, I've found, is to make sure there's more than one path (usually ~ 3 paths) from Point A to Point B. The party might not want to spend the gold to hire the guide, or take the well-traveled, but bandit-ridden roads, but they'll eventually be out of options, if they want to go there, and they keep failing. That doesn't work so well for social encounters (though the success/failure still functions OK, the only real risk is "the other guys don't change their minds"), and I'd still like the PC's do be able to do something unique and distinctive ("I roll another check..."), but it's an adequate stop-gap. :) [/QUOTE]
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Actual play: my first "social only" session
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