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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Beyond the encounter: rules for pacing and downtime.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5911077" data-attributes="member: 54877"><p>This. I think that's half of it, the "carrot" part, all opportunity costs on going after some good things that you want. Then there is the "stick" part, which can include things like monsters getting tougher over time.</p><p> </p><p>However, if I'm going to go for that level of detail on the carrot, I want some stick built into those same mechanisms. For example, let's say that to craft a magic item, the enchanter needs access to a "wizard lab". You can rent one or use one as a guild or as a favor, but maintaining those ties all have (somewhat different) costs. Or you can make your own, and craft more efficiently, but now maintaining that lab has its own costs. No free lunch.</p><p> </p><p>The same kind of thing can work with fighter training, rogue training, clerical duties, etc. That buddy you spar with to get your training is cheap in money, but he gets into trouble, and that eats in your time. Or you join a guild, and they have fees and obligations. Maybe then taking the gang out for ale and a good time is critical relationship building, and a good use of your funds.</p><p> </p><p>D&D has had a tendency to impose one way of handling such things. That begins to chafe, and people start watering it down or even ignoring it completely. Yet, if you have several different ways to handle it, it becomes an interesting choice with downstream consequences. If you only want to scribe a few scrolls occasionally, then renting a room at the mage guild library for a few weeks a year is a good idea. If you start crafting like mad, you want your own tower. Once you have the tower, then you need to craft to justify maintaining it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5911077, member: 54877"] This. I think that's half of it, the "carrot" part, all opportunity costs on going after some good things that you want. Then there is the "stick" part, which can include things like monsters getting tougher over time. However, if I'm going to go for that level of detail on the carrot, I want some stick built into those same mechanisms. For example, let's say that to craft a magic item, the enchanter needs access to a "wizard lab". You can rent one or use one as a guild or as a favor, but maintaining those ties all have (somewhat different) costs. Or you can make your own, and craft more efficiently, but now maintaining that lab has its own costs. No free lunch. The same kind of thing can work with fighter training, rogue training, clerical duties, etc. That buddy you spar with to get your training is cheap in money, but he gets into trouble, and that eats in your time. Or you join a guild, and they have fees and obligations. Maybe then taking the gang out for ale and a good time is critical relationship building, and a good use of your funds. D&D has had a tendency to impose one way of handling such things. That begins to chafe, and people start watering it down or even ignoring it completely. Yet, if you have several different ways to handle it, it becomes an interesting choice with downstream consequences. If you only want to scribe a few scrolls occasionally, then renting a room at the mage guild library for a few weeks a year is a good idea. If you start crafting like mad, you want your own tower. Once you have the tower, then you need to craft to justify maintaining it. ;) [/QUOTE]
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Beyond the encounter: rules for pacing and downtime.
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