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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="Tony Vargas" data-source="post: 5914888" data-attributes="member: 996"><p>The idea of having some structured element of pacing that would help keep limitted-use abilities balanced is a nice one. I'm not sure how it could be implemented. D&D has always used the 'day' as a pacing and recharge yardstick. In older versions of the game, a monster's special attack or an item's power might be useable 3/day. Spells were each cast 1/day. 3e and 4e retained this, though 1/day became a lot more common than the once ubiquitous 3/day. </p><p></p><p>The problem is defining the day. Sometimes it was 24 hours since the last use of the 1/day thingie. Sometimes it was until the next dawn or midnight. Sometimes it was until the next time the party 'slept' (took an 8+ hour break from adventuring). A party could thus pack several days into a day. Nevermind blipping into a plane where time flowed differently.</p><p></p><p>With 'day' a shambles, it's tempting to find some alternative. A DM-defined 'Adventure' might be tempting, but, if its DM-defined, it runs into the same problems as the player-behavior-influenced day. If the DM tends, stylistically, towards long or short 'adventures,' the value of 'per adventure' abilities varies. If the system has a formulaic 'Adventure,' it becomes predictable, and open to metagaming by the players, and you're back to the same sort of problem as the 'day.' The other extreme is to have encounter balance. It'd be workable (The latest Gamma World is an example of a D&D-ish game with very little in the way of accross-encounters resources - it doesn't really try to be balanced, but its structure could make a fair foundation for an aproach that doesn't depend upon balancing over a 'day' or other limitted-use recharge period.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5914888, member: 996"] The idea of having some structured element of pacing that would help keep limitted-use abilities balanced is a nice one. I'm not sure how it could be implemented. D&D has always used the 'day' as a pacing and recharge yardstick. In older versions of the game, a monster's special attack or an item's power might be useable 3/day. Spells were each cast 1/day. 3e and 4e retained this, though 1/day became a lot more common than the once ubiquitous 3/day. The problem is defining the day. Sometimes it was 24 hours since the last use of the 1/day thingie. Sometimes it was until the next dawn or midnight. Sometimes it was until the next time the party 'slept' (took an 8+ hour break from adventuring). A party could thus pack several days into a day. Nevermind blipping into a plane where time flowed differently. With 'day' a shambles, it's tempting to find some alternative. A DM-defined 'Adventure' might be tempting, but, if its DM-defined, it runs into the same problems as the player-behavior-influenced day. If the DM tends, stylistically, towards long or short 'adventures,' the value of 'per adventure' abilities varies. If the system has a formulaic 'Adventure,' it becomes predictable, and open to metagaming by the players, and you're back to the same sort of problem as the 'day.' The other extreme is to have encounter balance. It'd be workable (The latest Gamma World is an example of a D&D-ish game with very little in the way of accross-encounters resources - it doesn't really try to be balanced, but its structure could make a fair foundation for an aproach that doesn't depend upon balancing over a 'day' or other limitted-use recharge period.) [/QUOTE]
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Beyond the encounter: rules for pacing and downtime.
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