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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="kenada" data-source="post: 8104898" data-attributes="member: 70468"><p>That’s fair. It’s a secret check, so I’d just not bother rolling it in that case, but we’re also playing online. In person, I’d probably want to roll a d20 to keep up appearances.</p><p></p><p></p><p><a href="https://www.aonprd.com/Rules.aspx?Name=Haunts&Category=Advanced%20Topics" target="_blank">Haunts</a> in PF1 had this problem too. You were supposed to cast positive energy into them to neutralize them. How would PCs know that? It’s completely obtuse. In <em>The Skinsaw Murders</em>, there’s a mansion with a haunt. When I ran it for my group, I think my PCs just avoided that room because they had no idea what to do about it.</p><p></p><p></p><p>I agree and disagree. The basic structure of hazards is good stuff. Having specifics on disabling them gives the GM tools for enabling players to find creative solutions to the hazards they encounter. That’s important for making hazards more interesting than just a series of checks.</p><p></p><p>Unfortunately, many of the example hazards in the CRB and GMG leave a lot to be desired. The best ones focus on the mechanisms rather than the mitigation efforts. I also can’t find any redeeming qualities to haunts, which I think would work better as the environmental effect of a ghost or spirit (like regional effects in 5e).</p></blockquote><p></p>
[QUOTE="kenada, post: 8104898, member: 70468"] That’s fair. It’s a secret check, so I’d just not bother rolling it in that case, but we’re also playing online. In person, I’d probably want to roll a d20 to keep up appearances. [URL='https://www.aonprd.com/Rules.aspx?Name=Haunts&Category=Advanced%20Topics']Haunts[/URL] in PF1 had this problem too. You were supposed to cast positive energy into them to neutralize them. How would PCs know that? It’s completely obtuse. In [I]The Skinsaw Murders[/I], there’s a mansion with a haunt. When I ran it for my group, I think my PCs just avoided that room because they had no idea what to do about it. I agree and disagree. The basic structure of hazards is good stuff. Having specifics on disabling them gives the GM tools for enabling players to find creative solutions to the hazards they encounter. That’s important for making hazards more interesting than just a series of checks. Unfortunately, many of the example hazards in the CRB and GMG leave a lot to be desired. The best ones focus on the mechanisms rather than the mitigation efforts. I also can’t find any redeeming qualities to haunts, which I think would work better as the environmental effect of a ghost or spirit (like regional effects in 5e). [/QUOTE]
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Another Deadly Session, and It's Getting Old
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