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General Tabletop Discussion
*Pathfinder & Starfinder
Minor Houserules - Are they OK?
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<blockquote data-quote="WhatGravitas" data-source="post: 4454818" data-attributes="member: 33132"><p>Ah, sure:</p><p></p><p><strong>Extra Healing Surges:</strong> Well, I don't like short adventuring days a lot. I tend to run campaigns in urban and/or overland settings (sometimes combined), less dungeoncrawls. This makes extended rests a bit problematic - like during an overland chase, or if you're in a city (urban plots are rather event driven - and play in a rather short time frame, hours, not days). I could remedy this by making encounters less resource-draining (and hence easier), but I rather give them extra resources and keep the challenging encounters. The players like having extra stuff and feel more challenged, as every encounter can be deadly.</p><p></p><p>Furthermore, I watched my players for about three sessions with these rules now... with a fixed number of surges, they always know that they're probably not able to keep up and need a rest. With this... there's something tempting: Perhaps, with the new extra surge you have now, you can keep up, even if you're low on them.</p><p></p><p><strong>Encounter Power Regain:</strong> Simply because it's interesting to use more than at-wills. And it helps a bit with the verisimilitude - it feels "right" that the martial-inclined characters can regain them in the right situation, like spotting an opening in your enemies' defense. Note that this is also true for enemies - this makes d20 rolls something exciting - for every side. Plus it fits the somewhat pulpy style I prefer... think Indiana Jones pulling out a last ditch trick.</p><p></p><p><strong>Knocking Prone:</strong> Well, a bit because it's pulpy and interesting to watch people thrown down... and because my players were a bit confused that something powerful enough to hurl you through the room never knocks you from your feet - so it's one of these "verisimilitude" things.</p><p></p><p>Hope these explains the reason for the rules a bit!</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4454818, member: 33132"] Ah, sure: [B]Extra Healing Surges:[/B] Well, I don't like short adventuring days a lot. I tend to run campaigns in urban and/or overland settings (sometimes combined), less dungeoncrawls. This makes extended rests a bit problematic - like during an overland chase, or if you're in a city (urban plots are rather event driven - and play in a rather short time frame, hours, not days). I could remedy this by making encounters less resource-draining (and hence easier), but I rather give them extra resources and keep the challenging encounters. The players like having extra stuff and feel more challenged, as every encounter can be deadly. Furthermore, I watched my players for about three sessions with these rules now... with a fixed number of surges, they always know that they're probably not able to keep up and need a rest. With this... there's something tempting: Perhaps, with the new extra surge you have now, you can keep up, even if you're low on them. [B]Encounter Power Regain:[/B] Simply because it's interesting to use more than at-wills. And it helps a bit with the verisimilitude - it feels "right" that the martial-inclined characters can regain them in the right situation, like spotting an opening in your enemies' defense. Note that this is also true for enemies - this makes d20 rolls something exciting - for every side. Plus it fits the somewhat pulpy style I prefer... think Indiana Jones pulling out a last ditch trick. [B]Knocking Prone:[/B] Well, a bit because it's pulpy and interesting to watch people thrown down... and because my players were a bit confused that something powerful enough to hurl you through the room never knocks you from your feet - so it's one of these "verisimilitude" things. Hope these explains the reason for the rules a bit! Cheers, LT. [/QUOTE]
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Minor Houserules - Are they OK?
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