Yep, the scaling is definitely off at present. I have a couple of alternate ideas, but a simple flat figure of 1 Supply per PC might work well. It feels a little flat to me though.This is super interesting, and gets at my biggest issue with the Journey rules. Supply is simply too plentiful and effects that drain it too scarce. Working it in explicitly to the exploration challenge structure helps alleviate that significantly, though I'm a little leery of the scaling, given that total party supply tends to be pretty static.
ya, that last part....can't quite figure out how to make it feel not like that.Yep, the scaling is definitely off at present. I have a couple of alternate ideas, but a simple flat figure of 1 Supply per PC might work well. It feels a little flat to me though.
My other concern is that this could just feel like a Supply tax. You buy Supply, the GM takes it away. That’s the hurdle I ran up against.
It's a bigger content generation challenge, but what if you worked the supply cost to resolve problems into the proposed solutions more explicitly? That is, if you establish Supply as a currency to buy things like rope and masks and so on, you could make the cost diegetic, and potentially reward particularly good PC suggestions. I can imagine a Supply cost line worked into the "possible solutions" section in the standard exploration challenge format.Yep, the scaling is definitely off at present. I have a couple of alternate ideas, but a simple flat figure of 1 Supply per PC might work well. It feels a little flat to me though.
My other concern is that this could just feel like a Supply tax. You buy Supply, the GM takes it away. That’s the hurdle I ran up against.
maybe you can carry prof bonus (or some multiple thereof) amount of supply as a bulky item? that'd also help with scaling.I agree with the Supply just being a tax critique, and honestly, I have to say that combining most mundane equipment into a single grab-bag is not attractive to me.
I agree that Supply needs to be made more important, but after thinking about it for a while, I think the real problem is that it’s too easy to have a ton of, because it’s never a cost you’re seriously concerned about.
I think a better direction to go would be to leave how Supply works alone but change how much you can have with you. I’ve been convinced that PF2e does carrying capacity really well with a slot based system. If each of your supply took up a slot in your inventory, and you had to make choices between carrying more Supply or perhaps a larger weapon, it would suddenly become very impactful. While we’re at it, reducing the inventory of characters in general would mean having less bookkeeping to do overall, especially if you could not have to add up the weights of everything you carry.
That sounds like a very different article.I agree with the Supply just being a tax critique, and honestly, I have to say that combining most mundane equipment into a single grab-bag is not attractive to me.
I agree that Supply needs to be made more important, but after thinking about it for a while, I think the real problem is that it’s too easy to have a ton of, because it’s never a cost you’re seriously concerned about.
I think a better direction to go would be to leave how Supply works alone but change how much you can have with you. I’ve been convinced that PF2e does carrying capacity really well with a slot based system. If each of your supply took up a slot in your inventory, and you had to make choices between carrying more Supply or perhaps a larger weapon, it would suddenly become very impactful. While we’re at it, reducing the inventory of characters in general would mean having less bookkeeping to do overall, especially if you could not have to add up the weights of everything you carry.