Kichwas
Half-breed
Yep.Rolling with fear gives the GM Fear currency. Trying to game the system to get Hope is a losing proposition.
this worry popped up on reddit yesterday too and my reply there was that if you absolutely insist on rolling a die to spread jam on your toast, the GM is free to turn around and make that jam a boss adversary ooze.
Plus you'd be going against the spirit of the game insisting on rolls for everything - something that applies to the GM as well. The other day I was playing Pathfinder and watching my GM make our rogue roll to pick a lock 4 times - once for each tumbler. It totaled almost 8-10 rolls because of failures. Daggerheart literally covers this with something along the lines of (heavily paraphrasing because I read this days ago) 'if your PC is a thief, just have them open the lock and move to the actual drama'.
- This was one of the examples in a section about letting characters just do things that a person with their experiences / expertise could do.
Stop trying to handle everything in the minutia that doesn't impact drama / story. And as my Pathfinder case notes - this is as much a note to the GM as it is to the Player. Frankly in the Pathfinder game I myself am running I am going to 'import' this advice and stop making players roll for things unless it 'matters'. Last week's game I had an adventure scripted chase scene where the adventure is just blocked if the PCs don't succeed in the chase - and yet the adventure had DCs to roll for a 4 or 5 step chase with no failure results and just a 'well, now that they did it, here's the rest of the adventure'.
- So even as I made my players roll I was asking myself 'WTF am I doing, just go to the end of this'.
That becomes all the more relevant for Daggerheart where we just need to 'cold stop' attempts to game the Hope / Fear system even as those attempts will give the GM just as much fear as they give the player Hope. It's not that we're trying to stop gaming for Hope - we're trying to stop bogging down the game session with meaningless die rolling.
...
My patience with Pathfinder is starting to run extremely thin, despite it having been my favorite system only a month ago. I'm in 3 games right now (one I run). Game #3 - we've spent the last 4-5 sessions in downtime with the influence system.
The GMing advice in Daggerheart of 'skip to the action' would have cut that to a 5 minute montage in one of the sessions, and back to story.
The Influence system for that adventure (Season of Ghosts) has more or less foregone conclusions. We need to get to know 2 NPCs. So... just roleplay it in 30-60 minutes of story and people talking in character, with ZERO die rolls. But instead they have game mechanics for points of influence and that means you need to do 'on script' style of roleplay even if your thinking on your character and that NPCs doesn't align the same way - you need to do certain things to tick up a meter. But it should just be 'wing it, based on how you feel the people would relate to each other'.
I guess Daggerheart has turned me from a 'hard crunch mechanic for everything' fan to a 'just wing most of this and get back to the story beats that move plot / tension or catch player interest'.
Soon as my copy of Starfinder 2E arrives, I think my Pathfinder / Starfinder subs will end, and I'll just be looking at all that for lore mining.
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