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General Tabletop Discussion
*Pathfinder & Starfinder
Gamemastery Guide: What are your thoughts?
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<blockquote data-quote="CapnZapp" data-source="post: 7937977" data-attributes="member: 12731"><p>I believe the GMG was a missed opportunity to provide variants for several subsystems. A couple of examples in no particular order</p><ul> <li data-xf-list-type="ul"><strong>hero points</strong> that doesn't involve the GM and yet provides real narrative power</li> <li data-xf-list-type="ul">a <strong>crafting</strong> alternative with reliable benefits regardless of adventure particulars</li> <li data-xf-list-type="ul"><strong>shield</strong> rules that doesn't rely on unintuitive "blocking after the fact"</li> <li data-xf-list-type="ul">a <strong>healing</strong> variant with no dice rolling and no wild variation in recovery times - in effect removing the obnoxious minigame that steals attention and brain power between encounters without denying Medicine feats their upgrades</li> <li data-xf-list-type="ul">a more sophisticated solution for those feeling the <strong>Incapacitation</strong> rule is crude and blunt</li> </ul><p></p><p>Also, advice on encounter <strong>pacing</strong>. Pathfinder 2 is a game with very detailed instructions on everything from building encounters to a certain level of difficulty to exactly how much loot to give out (and much more). Yet the game curiously offers no advice at all on how many encounters to expect a party to be able to take back to back, how many 10 minute breaks would be reasonable, the number of encounters per adventuring day and so on... The game is completely silent on this issue, despite it having a potentially bigger impact on how difficult an encounter is perceived to be than any other subsystem!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7937977, member: 12731"] I believe the GMG was a missed opportunity to provide variants for several subsystems. A couple of examples in no particular order [LIST] [*][B]hero points[/B] that doesn't involve the GM and yet provides real narrative power [*]a [B]crafting[/B] alternative with reliable benefits regardless of adventure particulars [*][B]shield[/B] rules that doesn't rely on unintuitive "blocking after the fact" [*]a [B]healing[/B] variant with no dice rolling and no wild variation in recovery times - in effect removing the obnoxious minigame that steals attention and brain power between encounters without denying Medicine feats their upgrades [*]a more sophisticated solution for those feeling the [B]Incapacitation[/B] rule is crude and blunt [/LIST] Also, advice on encounter [B]pacing[/B]. Pathfinder 2 is a game with very detailed instructions on everything from building encounters to a certain level of difficulty to exactly how much loot to give out (and much more). Yet the game curiously offers no advice at all on how many encounters to expect a party to be able to take back to back, how many 10 minute breaks would be reasonable, the number of encounters per adventuring day and so on... The game is completely silent on this issue, despite it having a potentially bigger impact on how difficult an encounter is perceived to be than any other subsystem! [/QUOTE]
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