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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fixing the 10-minute Adventuring day.
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<blockquote data-quote="Arkhandus" data-source="post: 3438318" data-attributes="member: 13966"><p>Suggestions.....hrmm.</p><p></p><p>1. Use reserve points from Unearthed Arcana. They're in the Hypertext SRD but not the WotC website's SRD.</p><p></p><p>2. Throw enemies at the group that don't look particularly tough, most of the time; enemies with a CR lower or equal to a PC's level, and in fewer numbers (well, except when they're much lower in CR; then go ahead and throw a large pack at 'em). The PCs will feel less need to nova-buff and nova-blast everything with every gigajoule of magical power they can muster, and will probably be able to spread their resources out better.</p><p></p><p>3. Get the PCs used to being jumped sometimes by critters or bandits during the night (or other idle periods), but not too often. An occasional nocturnal predator, an occasional goblin bandit raid, sometimes an angry bear/whatever driven away from its den/hunting grounds by monsters/cultists/whatever and forced to forage amongst the PCs and thus potentially starting a fight, and once in a while something more dangerous. Camps and such will draw more attention than a passing traveler/critter. Just generally let the PCs learn that it's good to save some resources for later traps/ambushes/thieves.</p><p></p><p>4. Place combat encounters a few hours' travel apart most of the time.</p><p></p><p>(QUICK EDIT: Forgot a minute that I meant to include this: For the below restrictions, allow characters to bypass them any time they ready or renew their spells/powers, at the cost of some Experience Points. By investing some personal energy, and straining their mind/body/spirit a bit, the caster or manifester can hold a greater amount of magical or psionic energy within easy mental reach, ready for use at any time; maybe 500 XP per character level? Give or take 100-200 XP/level.... So not something they'd do if they just want to level up faster, but an option for when they feel they need to press on and hurry, or think they'll earn enough XP in the next big encounter to still make a bit of XP-profit.)</p><p></p><p>5. Perhaps restrict casters to only having X spell slots ready at any given time, excluding 0-level spells (don't limit 0-level spells by this, since they're very basic and minor magic). This X value would be 1 at 1st-level, +1 per 3 character levels (so 2 slots ready at 3rd, 3 at 6th, 4 at 9th, 5 at 12th, 6 at 15th, and 7 at 18th). Say that no more than half of these ready slots, rounded up, may be of the character's highest spell level (and if the character has no other spell level learned except 0-level, this restriction does not apply yet). These limits would apply separately for each spellcasting class. Have casters require an hour of study/meditation/prayer/recitation each time they want to change which spell slots they've readied; this is already part of their initial 10-minute or hour-long preparations each morning, so they don't need to do this for their initial set of X readied spell slots each day. This does not change spells per day.</p><p></p><p>6. Apply the above restriction to psionic manifesters as well, but instead of a limit on slots ready, they have a limit on power points ready. Readied power points would equal character level, plus another 3 points per 4 character levels (1pp at 1st, 7 by 4th, 14 by 8th, 21 by 12th, 28 by 16th, and 35 by 20th). This would allow a psion, at most character levels, to pull off two of his or her highest-level powers in any given encounter, and occasionally have an extra power point or 2 to spare; at some levels he or she will only be able to pull off one highest-level power, one next-highest-level, and maybe have a point or 2 to spare. A non-psion would be somewhat better off, but only because they don't have access to new power levels as rapidly (I don't recall the wilder's progression though).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3438318, member: 13966"] Suggestions.....hrmm. 1. Use reserve points from Unearthed Arcana. They're in the Hypertext SRD but not the WotC website's SRD. 2. Throw enemies at the group that don't look particularly tough, most of the time; enemies with a CR lower or equal to a PC's level, and in fewer numbers (well, except when they're much lower in CR; then go ahead and throw a large pack at 'em). The PCs will feel less need to nova-buff and nova-blast everything with every gigajoule of magical power they can muster, and will probably be able to spread their resources out better. 3. Get the PCs used to being jumped sometimes by critters or bandits during the night (or other idle periods), but not too often. An occasional nocturnal predator, an occasional goblin bandit raid, sometimes an angry bear/whatever driven away from its den/hunting grounds by monsters/cultists/whatever and forced to forage amongst the PCs and thus potentially starting a fight, and once in a while something more dangerous. Camps and such will draw more attention than a passing traveler/critter. Just generally let the PCs learn that it's good to save some resources for later traps/ambushes/thieves. 4. Place combat encounters a few hours' travel apart most of the time. (QUICK EDIT: Forgot a minute that I meant to include this: For the below restrictions, allow characters to bypass them any time they ready or renew their spells/powers, at the cost of some Experience Points. By investing some personal energy, and straining their mind/body/spirit a bit, the caster or manifester can hold a greater amount of magical or psionic energy within easy mental reach, ready for use at any time; maybe 500 XP per character level? Give or take 100-200 XP/level.... So not something they'd do if they just want to level up faster, but an option for when they feel they need to press on and hurry, or think they'll earn enough XP in the next big encounter to still make a bit of XP-profit.) 5. Perhaps restrict casters to only having X spell slots ready at any given time, excluding 0-level spells (don't limit 0-level spells by this, since they're very basic and minor magic). This X value would be 1 at 1st-level, +1 per 3 character levels (so 2 slots ready at 3rd, 3 at 6th, 4 at 9th, 5 at 12th, 6 at 15th, and 7 at 18th). Say that no more than half of these ready slots, rounded up, may be of the character's highest spell level (and if the character has no other spell level learned except 0-level, this restriction does not apply yet). These limits would apply separately for each spellcasting class. Have casters require an hour of study/meditation/prayer/recitation each time they want to change which spell slots they've readied; this is already part of their initial 10-minute or hour-long preparations each morning, so they don't need to do this for their initial set of X readied spell slots each day. This does not change spells per day. 6. Apply the above restriction to psionic manifesters as well, but instead of a limit on slots ready, they have a limit on power points ready. Readied power points would equal character level, plus another 3 points per 4 character levels (1pp at 1st, 7 by 4th, 14 by 8th, 21 by 12th, 28 by 16th, and 35 by 20th). This would allow a psion, at most character levels, to pull off two of his or her highest-level powers in any given encounter, and occasionally have an extra power point or 2 to spare; at some levels he or she will only be able to pull off one highest-level power, one next-highest-level, and maybe have a point or 2 to spare. A non-psion would be somewhat better off, but only because they don't have access to new power levels as rapidly (I don't recall the wilder's progression though). [/QUOTE]
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Fixing the 10-minute Adventuring day.
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