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Community
General Tabletop Discussion
*Pathfinder & Starfinder
House rules designed to facilitate competence (and therefore fun) at lower levels
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<blockquote data-quote="Celebrim" data-source="post: 3499405" data-attributes="member: 4937"><p>Competance is always relative. </p><p></p><p></p><p></p><p>The whiff factor is actually a bigger problem at high level than low level, and your 'core competancy rule' just encourages it. At low levels, the difference between the saves and attack bonuses of the different classes is small, so that a wizard isn't gauranteed to miss in combat and a fighter isn't gauranteed to fail his Will (or reflex) saves. At higher levels, this is no longer true. Likewise, no kobold is going to take out three of any party unless you greatly heighten kobold competancy, and no one is gauranteed to fail at low levels unless you greatly heighten DC. It's at higher levels that you 'don't bother rolling', and by increasing the disparity in a players competancy you are encouraging that at low levels.</p><p></p><p></p><p></p><p>This sounds like a presentation or metagame problem rather than an actual artifact of the rules. (Giant) slugs are terrifying. Orcs can be a serious opponent if you present them as a serious opponent. It sounds like your players aren't comparing themselves to the opposition, but are instead comparing thier current characters to thier future selves. But this is problem at every level. You can always say that your current character is a wimp compared to his potential self. Presenting a player of any level as a hero depends entirely on how the DM handles the combat. If the DM makes the player feel incompotant, then they'll be incompotant. If the DM makes the player feel like they are accomplishing something, then that perception of incompotance won't be there.</p><p></p><p>The action point rules are mostly fine, so long as you keep the number of action points per session small. I wouldn't even mind a extra +1d20 per action point to d20 checks (attack rolls, skill checks, etc), provided that the character could use this only in a dramatic fashion. If you did that though, you'd probably want to disallow stacking multiple points on the same role. Also, if you allow stacking multiple action points, you might want to disallow it on damage rolls even with just 2d6's.</p><p></p><p>The plotbending rules seem pointless. They are just the action point rules in disguise because lowering the DC and adding a bonus are effectively the same thing. It's just a matter of fluff, not a matter of crunch.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3499405, member: 4937"] Competance is always relative. The whiff factor is actually a bigger problem at high level than low level, and your 'core competancy rule' just encourages it. At low levels, the difference between the saves and attack bonuses of the different classes is small, so that a wizard isn't gauranteed to miss in combat and a fighter isn't gauranteed to fail his Will (or reflex) saves. At higher levels, this is no longer true. Likewise, no kobold is going to take out three of any party unless you greatly heighten kobold competancy, and no one is gauranteed to fail at low levels unless you greatly heighten DC. It's at higher levels that you 'don't bother rolling', and by increasing the disparity in a players competancy you are encouraging that at low levels. This sounds like a presentation or metagame problem rather than an actual artifact of the rules. (Giant) slugs are terrifying. Orcs can be a serious opponent if you present them as a serious opponent. It sounds like your players aren't comparing themselves to the opposition, but are instead comparing thier current characters to thier future selves. But this is problem at every level. You can always say that your current character is a wimp compared to his potential self. Presenting a player of any level as a hero depends entirely on how the DM handles the combat. If the DM makes the player feel incompotant, then they'll be incompotant. If the DM makes the player feel like they are accomplishing something, then that perception of incompotance won't be there. The action point rules are mostly fine, so long as you keep the number of action points per session small. I wouldn't even mind a extra +1d20 per action point to d20 checks (attack rolls, skill checks, etc), provided that the character could use this only in a dramatic fashion. If you did that though, you'd probably want to disallow stacking multiple points on the same role. Also, if you allow stacking multiple action points, you might want to disallow it on damage rolls even with just 2d6's. The plotbending rules seem pointless. They are just the action point rules in disguise because lowering the DC and adding a bonus are effectively the same thing. It's just a matter of fluff, not a matter of crunch. [/QUOTE]
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House rules designed to facilitate competence (and therefore fun) at lower levels
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