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*Pathfinder & Starfinder
add 1/2 level to ability checks? What? Why?
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<blockquote data-quote="tomBitonti" data-source="post: 4287538" data-attributes="member: 13107"><p>Hi ...</p><p></p><p>Sidestepping the arguments about moving to Canada, and what-not, there seems to be a disconnect between:</p><p></p><p>PvP (moreso PvM) where level is an effective measure of the relative abilities of opposing actors, and,</p><p></p><p>PvE, where the environment presents challenges which are fixed.</p><p></p><p>Here "P" is Player, "M" is monster, and "E" is environment.</p><p></p><p>Since there is no real "PvP', the key conflicts are "PvM" and "PvE".</p><p></p><p>The skills are tuned to make PvM work, and to make PvE work in cases where the player is trained and truly improving in a particular ability.</p><p></p><p>The skills fail utterly in PvE cases where the player does not improve in a particular ability (or does not improve in a significant amount). A player only gets a little better at everything, but a lot better at only a few things.</p><p></p><p>I personally find this an issue in that PvE immersion suffers. That is important to me because PvE immersion (which to me is a big part of the "role" in role playing) is an important part my games.</p><p></p><p>I'd like to side-step the issue of simulationism: My goal is not to simulate the player / environment interaction. My goal is to produce results via simple rules that produce results that maintain my sense of immersion.</p><p></p><p>Long pause ...</p><p></p><p>I don't see any quick fixes ... since PvM checks add the 1/2 level bonus to both attacks and into defenses (e.g. Str vs Fort). That ripples all throughout the system of opposing checks. The best that I can think of is to completely remove the 1/2 level bonus for _everything_ (including attacks) and to grant bonuses only for feats and class features. (Which actually, IMO, sounds very interesting. And, since the 1/2 level bonus is applied all over, it is pretty easy to take out. And, since both players and monsters gain extra hit points as they gain levels, that already has an effect of making higher level players or monsters more durable.)</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 4287538, member: 13107"] Hi ... Sidestepping the arguments about moving to Canada, and what-not, there seems to be a disconnect between: PvP (moreso PvM) where level is an effective measure of the relative abilities of opposing actors, and, PvE, where the environment presents challenges which are fixed. Here "P" is Player, "M" is monster, and "E" is environment. Since there is no real "PvP', the key conflicts are "PvM" and "PvE". The skills are tuned to make PvM work, and to make PvE work in cases where the player is trained and truly improving in a particular ability. The skills fail utterly in PvE cases where the player does not improve in a particular ability (or does not improve in a significant amount). A player only gets a little better at everything, but a lot better at only a few things. I personally find this an issue in that PvE immersion suffers. That is important to me because PvE immersion (which to me is a big part of the "role" in role playing) is an important part my games. I'd like to side-step the issue of simulationism: My goal is not to simulate the player / environment interaction. My goal is to produce results via simple rules that produce results that maintain my sense of immersion. Long pause ... I don't see any quick fixes ... since PvM checks add the 1/2 level bonus to both attacks and into defenses (e.g. Str vs Fort). That ripples all throughout the system of opposing checks. The best that I can think of is to completely remove the 1/2 level bonus for _everything_ (including attacks) and to grant bonuses only for feats and class features. (Which actually, IMO, sounds very interesting. And, since the 1/2 level bonus is applied all over, it is pretty easy to take out. And, since both players and monsters gain extra hit points as they gain levels, that already has an effect of making higher level players or monsters more durable.) [/QUOTE]
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add 1/2 level to ability checks? What? Why?
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