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General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Faster minor battles
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<blockquote data-quote="Harlekin" data-source="post: 5887903" data-attributes="member: 18615"><p>Thanks for your ideas. Below are some replies to your suggestions:</p><p></p><p></p><p></p><p>The goal of doubling all damage is not to make the fight more difficult (on average) but to make it less predictable and thus potentially more exciting. </p><p></p><p></p><p>Not allowing short rests is certainly a way to make things tougher as well, but that is most appropriate for dungeons et al. I tend to run games where multiple encounters one after the other makes little sense. </p><p></p><p></p><p></p><p></p><p>Of the top of my head, for two reasons</p><p>1) Provide texture, e.g. highlighting how dangerous a part of the slums is.</p><p>2) Introduce some action if the game stalls. This is basically following Raymond Chandler's Man with a gun rule. </p><p></p><p></p><p></p><p>This is a good option, but with two weaknesses:</p><p>a) I have yet to run a skill challenge that is as exciting as a real fight.</p><p>b) Often, the only real effect of a failed skill challenge can be lost surges. However, if the fight at hand is the only fight of the day, that loss is meaningless.</p></blockquote><p></p>
[QUOTE="Harlekin, post: 5887903, member: 18615"] Thanks for your ideas. Below are some replies to your suggestions: The goal of doubling all damage is not to make the fight more difficult (on average) but to make it less predictable and thus potentially more exciting. Not allowing short rests is certainly a way to make things tougher as well, but that is most appropriate for dungeons et al. I tend to run games where multiple encounters one after the other makes little sense. Of the top of my head, for two reasons 1) Provide texture, e.g. highlighting how dangerous a part of the slums is. 2) Introduce some action if the game stalls. This is basically following Raymond Chandler's Man with a gun rule. This is a good option, but with two weaknesses: a) I have yet to run a skill challenge that is as exciting as a real fight. b) Often, the only real effect of a failed skill challenge can be lost surges. However, if the fight at hand is the only fight of the day, that loss is meaningless. [/QUOTE]
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House Rule: Faster minor battles
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