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General Tabletop Discussion
*Pathfinder & Starfinder
Discouraging the 15 minute adventuring day
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<blockquote data-quote="Saeviomagy" data-source="post: 5550450" data-attributes="member: 5890"><p>You can't make PCs scared. If they ran around being scared all the time, they wouldn't make great heroes. The tactic "we'll run if we see more than 10 goblins at a time" sounds like they're planning a scouting mission. They ARE worried about meeting large amounts of goblins - they're just not worried about 100 goblins if they can kill them in neat parcels. Which makes perfect sense. Over the career of any PC they're going to kill 40-50 creatures a level. An army of 100 creatures of equivalent level is not scary unless you have to fight the whole thing at once.</p><p></p><p></p><p>Yup. I'd recommend against requiring a tutor to train though, because IMO the mechanic makes the world seem a great deal more gamey and encourages more rests and timewasting.</p><p></p><p>Even if your players are only motivated by XP and loot, it's pretty trivial to remove those things from players if they fail to meet deadlines. You need a trading town to convert money into equipment that's above your level. You need to succeed at objectives to get XP bonuses. You need for your foes to not carry treasure away if you want to own it. You need your opponent to not flee if you want to kill them (or you need to outpace them when they flee - either is a good reason to limit rests).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5550450, member: 5890"] You can't make PCs scared. If they ran around being scared all the time, they wouldn't make great heroes. The tactic "we'll run if we see more than 10 goblins at a time" sounds like they're planning a scouting mission. They ARE worried about meeting large amounts of goblins - they're just not worried about 100 goblins if they can kill them in neat parcels. Which makes perfect sense. Over the career of any PC they're going to kill 40-50 creatures a level. An army of 100 creatures of equivalent level is not scary unless you have to fight the whole thing at once. Yup. I'd recommend against requiring a tutor to train though, because IMO the mechanic makes the world seem a great deal more gamey and encourages more rests and timewasting. Even if your players are only motivated by XP and loot, it's pretty trivial to remove those things from players if they fail to meet deadlines. You need a trading town to convert money into equipment that's above your level. You need to succeed at objectives to get XP bonuses. You need for your foes to not carry treasure away if you want to own it. You need your opponent to not flee if you want to kill them (or you need to outpace them when they flee - either is a good reason to limit rests). [/QUOTE]
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Discouraging the 15 minute adventuring day
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