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General Tabletop Discussion
*Pathfinder & Starfinder
Cheating, Action Points, and Second Wind
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<blockquote data-quote="Rel" data-source="post: 3992183" data-attributes="member: 99"><p>I also like a mechanic that grants a limited ability to overrule the dice. This is usually in the form of action points or something similar. Sometimes PC's will have innate abilities like Heroic Surge that lets them take an extra action at some critical moment. But when all is said and done I like to let the dice fall where they may.</p><p></p><p>Whether that leads to a success or failure of a campaign is, in my opinion, largely a matter of player expectations. My players know that I'm not out to screw them over but that sometimes bad luck can bite you. The deck is stacked in their favor by virtue of all kinds of things. But once in a while you get that moment where a confluence of bad circumstances and rotten dice rolls will kill off a PC (or beloved NPC or hated NPC or somebody else important).</p><p></p><p>My experience has been (as you'd probably expect) that the more beloved the PC, the more this impacts the storyline. But not necessarily negatively. There have been times when the other PC's will drop everything and undertake whatever quests or actions are necessary to bring the PC back to life. Other times they seek vengeance on whatever group or individual killed the character. Still other times they will press forward with whatever goals and ideals were championed by the fallen PC. Any and all of these things have strengthened my games, not ended them.</p><p></p><p>However I say that while again underscoring that the players are ON BOARD with this. They, like me, feel that their victories are all the sweeter for having won them when they know they could have died. And their rare defeats are plot hooks, not plot stoppers.</p></blockquote><p></p>
[QUOTE="Rel, post: 3992183, member: 99"] I also like a mechanic that grants a limited ability to overrule the dice. This is usually in the form of action points or something similar. Sometimes PC's will have innate abilities like Heroic Surge that lets them take an extra action at some critical moment. But when all is said and done I like to let the dice fall where they may. Whether that leads to a success or failure of a campaign is, in my opinion, largely a matter of player expectations. My players know that I'm not out to screw them over but that sometimes bad luck can bite you. The deck is stacked in their favor by virtue of all kinds of things. But once in a while you get that moment where a confluence of bad circumstances and rotten dice rolls will kill off a PC (or beloved NPC or hated NPC or somebody else important). My experience has been (as you'd probably expect) that the more beloved the PC, the more this impacts the storyline. But not necessarily negatively. There have been times when the other PC's will drop everything and undertake whatever quests or actions are necessary to bring the PC back to life. Other times they seek vengeance on whatever group or individual killed the character. Still other times they will press forward with whatever goals and ideals were championed by the fallen PC. Any and all of these things have strengthened my games, not ended them. However I say that while again underscoring that the players are ON BOARD with this. They, like me, feel that their victories are all the sweeter for having won them when they know they could have died. And their rare defeats are plot hooks, not plot stoppers. [/QUOTE]
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Cheating, Action Points, and Second Wind
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