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My Pathfinder 2e Post-Mortem
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<blockquote data-quote="Justice and Rule" data-source="post: 8870360" data-attributes="member: 6778210"><p>That's not a bad one. d20 systems need to try out Bennies systems because it's one of the easier ways to link it into those systems given their structural problems in adapting such things. I don't think a reverse version of that where the GM causes you to fail but gives you something extra in return would go over as well, but it should be considered.</p><p></p><p></p><p></p><p>The Player's Guide is clearly meant for people who are going to Society play as what they need, which limits it to stuff that largely comes up in Society play. The GMG is way more expansive, with most of that stuff is tied into their VP systems they create. For example, they give a bunch of examples of downtime activities and their results in the Infiltration chapter, where you are pulling a heist. That's actually a lot of really good stuff, but I guess it just doesn't play into stuff like APs, which is honestly sad because it's <em>really good stuff</em>.</p><p></p><p>But it <em>is </em>there! There are other systems, too, like the Research system. That whole thing of how to research, largely focused on libraries, is basically transferable to anything: You set thresholds for what you learn, maximums for the places you can gain research from, etc. I'm currently using it myself right now and have a little chart of the things they've learned with some thresholds about what they learn when. It's also something that encourages you to create sources of information for the players to look up.</p><p></p><p>It's also where it's useful to hand the PCs a special feat every now and then for their efforts. It's obviously much easier to do this with Wizards and such, where you can hand out a spell, since switching spells in and out is generally much easier. But tossing them a neat custom feat or something that they've been desiring but are limited in getting from the level system makes for a reward that allows the players to actively seek things out and engage with the world.</p><p></p><p>Again, the biggest limitation seems to be the divide between players in PFS and players outside of it. You have to have everything able to be used in PFS and they just didn't make those sorts of systems a part of that, so they didn't attach feats to them.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8870360, member: 6778210"] That's not a bad one. d20 systems need to try out Bennies systems because it's one of the easier ways to link it into those systems given their structural problems in adapting such things. I don't think a reverse version of that where the GM causes you to fail but gives you something extra in return would go over as well, but it should be considered. The Player's Guide is clearly meant for people who are going to Society play as what they need, which limits it to stuff that largely comes up in Society play. The GMG is way more expansive, with most of that stuff is tied into their VP systems they create. For example, they give a bunch of examples of downtime activities and their results in the Infiltration chapter, where you are pulling a heist. That's actually a lot of really good stuff, but I guess it just doesn't play into stuff like APs, which is honestly sad because it's [I]really good stuff[/I]. But it [I]is [/I]there! There are other systems, too, like the Research system. That whole thing of how to research, largely focused on libraries, is basically transferable to anything: You set thresholds for what you learn, maximums for the places you can gain research from, etc. I'm currently using it myself right now and have a little chart of the things they've learned with some thresholds about what they learn when. It's also something that encourages you to create sources of information for the players to look up. It's also where it's useful to hand the PCs a special feat every now and then for their efforts. It's obviously much easier to do this with Wizards and such, where you can hand out a spell, since switching spells in and out is generally much easier. But tossing them a neat custom feat or something that they've been desiring but are limited in getting from the level system makes for a reward that allows the players to actively seek things out and engage with the world. Again, the biggest limitation seems to be the divide between players in PFS and players outside of it. You have to have everything able to be used in PFS and they just didn't make those sorts of systems a part of that, so they didn't attach feats to them. [/QUOTE]
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