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General Tabletop Discussion
*Pathfinder & Starfinder
Exploration: My concerns for the new edition
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<blockquote data-quote="Hassassin" data-source="post: 5801099" data-attributes="member: 6675228"><p>I definitely agree. I avoid things that are locked "just because", and a take 10 by a rogue will always open these if they appear in the game. I use them is to give a bit of time to anticipate what the chest might contain and to suggest at the contents' value. Also useful to make the world seem more real, if you put a key somewhere.</p><p></p><p>For the other things, locked doors and climbing a rope, consequences for failure are important, like you mention below. Maybe there's a giant spider waiting to pounce on people who fall from the rope?</p><p></p><p></p><p></p><p>Yes, but a bit of mundane resource management, at least when it's not tedious, can be a useful plot hook.</p><p></p><p>The wizard on night guard duty rolls a natural 1 on perception against the goblins? Stealing all the party's food is a lot more interesting as a consequence than just another random encounter surprise attack. (Not to mention less likely to get the wizard immediately killed.)</p><p></p><p>If the party frees gnome prisoners held by orcs, their next problem can be that they only have food for the party, not the 13 gnomes. Can they be distracted from their world saving quest for long enough to help the gnomes?</p><p></p><p>Used too often this sort of thing becomes boring, but that's true of any single type of encounter or challenge in the game.</p></blockquote><p></p>
[QUOTE="Hassassin, post: 5801099, member: 6675228"] I definitely agree. I avoid things that are locked "just because", and a take 10 by a rogue will always open these if they appear in the game. I use them is to give a bit of time to anticipate what the chest might contain and to suggest at the contents' value. Also useful to make the world seem more real, if you put a key somewhere. For the other things, locked doors and climbing a rope, consequences for failure are important, like you mention below. Maybe there's a giant spider waiting to pounce on people who fall from the rope? Yes, but a bit of mundane resource management, at least when it's not tedious, can be a useful plot hook. The wizard on night guard duty rolls a natural 1 on perception against the goblins? Stealing all the party's food is a lot more interesting as a consequence than just another random encounter surprise attack. (Not to mention less likely to get the wizard immediately killed.) If the party frees gnome prisoners held by orcs, their next problem can be that they only have food for the party, not the 13 gnomes. Can they be distracted from their world saving quest for long enough to help the gnomes? Used too often this sort of thing becomes boring, but that's true of any single type of encounter or challenge in the game. [/QUOTE]
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Exploration: My concerns for the new edition
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