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General Tabletop Discussion
*Pathfinder & Starfinder
Bring Back Verisimilitude, add in More Excitement!
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<blockquote data-quote="Sylrae" data-source="post: 5775868" data-attributes="member: 48520"><p>Arbitrary Limited number of uses per day.</p><p></p><p>Just give some general guidelines here and tell the GM to use their common sense or whatever. I dont need it to be perfect, but I dont want them to just be the same effect with different colors.</p><p></p><p>The stuff is there if you houserule it in. By raw, it doesn't exist at all. I'd rather it be *In the Rules* and be loosely defined, giving the DM some leeway, than nonexistant.</p><p></p><p>I'm just as likely to use a Satyr, or a Minotaur, or a Succubus, for a non-combat encounter (which has a decent chance of turning into combat.)</p><p></p><p>I don't need a full character sheet, but the succubus needs to have well, "Charm" and such. </p><p></p><p> So you give the boss character some higher saves?</p><p></p><p>It's hard to do a capture mission when you can't keep someone unconscious for more than 6 seconds.</p><p></p><p>I get so bored when everything is just slowly whittling away hitpoints. I need more than that.</p><p></p><p>Not everyone needs a spellbook of options, for sure. And not every option should apply in every situation. But if I have the same 9 abilities, all the time (plus a basic attack) things get kindof repetitive. I want more options than that, though I don't necessarily need them to all apply in all situations; and I really don't like the mechanic where getting a new ability requires you forget an old one. It's a little too Pokemon for me.</p><p></p><p>Since we're quoting skyrim: You start having a fair amount of trouble if a dozen guards are trying to kill you - assuming you're not cheating.</p><p></p><p>I dont necessarily need an analogy to the real world here, but I dont want arbitrary X/Day limitations, or fire that doesn't ignite things, etc. I want it to fit the game world, not feel "Gamey".</p><p></p><p>Give me enough verisimilitude to emulate Pirates of the Caribbean or Marvel Comics' Thor and its great.</p><p></p><p>I just don't want to have the "Okay I can see why they would do this mechanically for gamebalance reasons, but I can't think of any way to justify this limit in-game other than *Because They Said So*"</p><p></p><p>For Example, I'm not a fan of Barbarian Rage X/Day, or the Pathfinder Alchemist Bombs not working the instant you pass them to someone else, etc.</p><p></p><p>Other than D&D and WoW, most fantasy I've read, a mob is a serious threat even to trained experts.</p><p></p><p>I suppose the difference is that I don't feel like my game needs to go all the way up to kicking down the gates of hell to kill the devil. That seems more high powered than I need. I'm good with sticking to killing giants and slaying the occasional dragon; but I want a full-fledged game that covers the genre I want to play.</p><p></p><p>I'd be cool with, you know: 20 levels of fantasy (book 1), 20 levels of superheroes(book 2), 20 levels of godslayers (book 3). You can chain them together, or run them as separate games.</p><p></p><p></p><p>I'd only ever need the first book.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5775868, member: 48520"] Arbitrary Limited number of uses per day. Just give some general guidelines here and tell the GM to use their common sense or whatever. I dont need it to be perfect, but I dont want them to just be the same effect with different colors. The stuff is there if you houserule it in. By raw, it doesn't exist at all. I'd rather it be *In the Rules* and be loosely defined, giving the DM some leeway, than nonexistant. I'm just as likely to use a Satyr, or a Minotaur, or a Succubus, for a non-combat encounter (which has a decent chance of turning into combat.) I don't need a full character sheet, but the succubus needs to have well, "Charm" and such. So you give the boss character some higher saves? It's hard to do a capture mission when you can't keep someone unconscious for more than 6 seconds. I get so bored when everything is just slowly whittling away hitpoints. I need more than that. Not everyone needs a spellbook of options, for sure. And not every option should apply in every situation. But if I have the same 9 abilities, all the time (plus a basic attack) things get kindof repetitive. I want more options than that, though I don't necessarily need them to all apply in all situations; and I really don't like the mechanic where getting a new ability requires you forget an old one. It's a little too Pokemon for me. Since we're quoting skyrim: You start having a fair amount of trouble if a dozen guards are trying to kill you - assuming you're not cheating. I dont necessarily need an analogy to the real world here, but I dont want arbitrary X/Day limitations, or fire that doesn't ignite things, etc. I want it to fit the game world, not feel "Gamey". Give me enough verisimilitude to emulate Pirates of the Caribbean or Marvel Comics' Thor and its great. I just don't want to have the "Okay I can see why they would do this mechanically for gamebalance reasons, but I can't think of any way to justify this limit in-game other than *Because They Said So*" For Example, I'm not a fan of Barbarian Rage X/Day, or the Pathfinder Alchemist Bombs not working the instant you pass them to someone else, etc. Other than D&D and WoW, most fantasy I've read, a mob is a serious threat even to trained experts. I suppose the difference is that I don't feel like my game needs to go all the way up to kicking down the gates of hell to kill the devil. That seems more high powered than I need. I'm good with sticking to killing giants and slaying the occasional dragon; but I want a full-fledged game that covers the genre I want to play. I'd be cool with, you know: 20 levels of fantasy (book 1), 20 levels of superheroes(book 2), 20 levels of godslayers (book 3). You can chain them together, or run them as separate games. I'd only ever need the first book. [/QUOTE]
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