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General Tabletop Discussion
*Pathfinder & Starfinder
Beyond the encounter: rules for pacing and downtime.
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<blockquote data-quote="LostSoul" data-source="post: 5911233" data-attributes="member: 386"><p>It's interesting how those choices can lead to the players becoming invested in the setting.</p><p></p><p></p><p></p><p>I think that's a big concern when you're making these types of rules.</p><p></p><p>One way they can help players is by making the consequences for their choices more obvious; if they know that the kobolds, by the rules, make 1d4 traps every 1d4+1 days, the players have some information to base their decisions on. "How long should we wait?" It's a hard question to answer without detailed information. The best way, without knowing these specific rules, is to turn to the DM...</p><p></p><p>In that way they can aid the DM. You can say, "Time should be important in the campaign," and then leave it up to the DM to figure out <em>how</em> to pull that off: "Um... I have no idea how long they should wait. What makes sense? How will that affect game balance? I don't know..." It's easier on the DM if you have some kind of basic framework that, even if the DM wants to vary things, can use as a starting point. "1d4 traps every 1d4 days? Well, that seems like too few for my kobolds, who have that dwarven trapmeister working for them..."</p><p></p><p>However, you don't want to get so tied down to these specific rules that there's no room for flexibility. "It says the kobolds build traps. It doesn't say they recruit allies. I guess they can't." If done well you can get value out of using them; if done poorly they'll be of little use.</p><p></p><p>The same thing goes for the options the players have. If the wizard is crafting, and the rules say it takes 8 hours, the player of the rogue should be able to do whatever he wants during those 8 hours. He shouldn't be limited to choosing his rogue's actions from a list of "downtime powers".</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5911233, member: 386"] It's interesting how those choices can lead to the players becoming invested in the setting. I think that's a big concern when you're making these types of rules. One way they can help players is by making the consequences for their choices more obvious; if they know that the kobolds, by the rules, make 1d4 traps every 1d4+1 days, the players have some information to base their decisions on. "How long should we wait?" It's a hard question to answer without detailed information. The best way, without knowing these specific rules, is to turn to the DM... In that way they can aid the DM. You can say, "Time should be important in the campaign," and then leave it up to the DM to figure out [i]how[/i] to pull that off: "Um... I have no idea how long they should wait. What makes sense? How will that affect game balance? I don't know..." It's easier on the DM if you have some kind of basic framework that, even if the DM wants to vary things, can use as a starting point. "1d4 traps every 1d4 days? Well, that seems like too few for my kobolds, who have that dwarven trapmeister working for them..." However, you don't want to get so tied down to these specific rules that there's no room for flexibility. "It says the kobolds build traps. It doesn't say they recruit allies. I guess they can't." If done well you can get value out of using them; if done poorly they'll be of little use. The same thing goes for the options the players have. If the wizard is crafting, and the rules say it takes 8 hours, the player of the rogue should be able to do whatever he wants during those 8 hours. He shouldn't be limited to choosing his rogue's actions from a list of "downtime powers". [/QUOTE]
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Beyond the encounter: rules for pacing and downtime.
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