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General Tabletop Discussion
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Advice - Fixing the Escalating Numbers
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<blockquote data-quote="Traveon Wyvernspur" data-source="post: 5859211" data-attributes="member: 73201"><p>Yeah, he's played GURPS for a long time and I'm pretty sure he understands the nuances of combat, though I obviously don't yet. He was talking about resolving things w/o the need for combat all the time and this must be what he's talking about. That GURPS gives you more options outside of combat to resolve the situation(s) that pop up. </p><p></p><p>Has anyone tried to speed things up in PF by adjusting the HP/Damage of NPC's (i.e. 50% less hp & 25% greater damage output) or capping the number of attacks done in a round? I don't know if something like this could be done and not "break" the game or make it unfair for one side or the other.</p></blockquote><p></p>
[QUOTE="Traveon Wyvernspur, post: 5859211, member: 73201"] Yeah, he's played GURPS for a long time and I'm pretty sure he understands the nuances of combat, though I obviously don't yet. He was talking about resolving things w/o the need for combat all the time and this must be what he's talking about. That GURPS gives you more options outside of combat to resolve the situation(s) that pop up. Has anyone tried to speed things up in PF by adjusting the HP/Damage of NPC's (i.e. 50% less hp & 25% greater damage output) or capping the number of attacks done in a round? I don't know if something like this could be done and not "break" the game or make it unfair for one side or the other. [/QUOTE]
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Advice - Fixing the Escalating Numbers
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