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My Pathfinder 2e Post-Mortem
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<blockquote data-quote="Staffan" data-source="post: 8870422" data-attributes="member: 907"><p>Removing the supporting material would not give you more adventure. It would just result in a 64-page book instead of a 96-page one (and possibly at a lower cost, but not 2/3 of the cost). The supporting material is almost always written by people other than the main adventure writer, which is why it's usually only tangential to the adventure.</p><p></p><p>VP-ish, but not exactly the same. I believe the book predates the GMG, and if it doesn't the GMG was certainly not published while the book was being written. The system works like this, bullet-pointed:</p><ul> <li data-xf-list-type="ul">The guard captain (whom you are trying to persuade) starts with 5 Resistance Points. The PCs' job is to reduce this to 0.</li> <li data-xf-list-type="ul">On their turn, the PCs can try to sway the captain by rolling Diplomacy, Deception, or a relevant Lore. A success removes 1 RP, a crit 2, and a critical failure adds 1. Using particular arguments gets you a lower DC.</li> <li data-xf-list-type="ul">They can also try to support another person's arguments using the same skills. On a success, that person gets +1, and on a crit you also remove 1 RP. A crit fail gives -1.</li> <li data-xf-list-type="ul">Once during the debate a PC can demonstrate their talents for entertainment and roll Performance (or possibly another skill). Success removes 1 RP, crit also allows for one more attempt. A crit fail adds 1 RP.</li> <li data-xf-list-type="ul">The PCs can also try to discredit their rival using Circus Lore or Society. A success lowers their rival's success on their next roll by one level, but a crit fail instead improves their result.</li> <li data-xf-list-type="ul">Meanwhile, there's a rival also taking a turn who is countering the PCs' arguments. This automatically adds 1 RP, +1 or 2 if they succeed on a Diplomacy or Deception roll (needing 6+ to succeed). A crit fail removes 1 RP.</li> <li data-xf-list-type="ul">The debate is finished when the captain reaches 0 or 10 resistance. 0 is a success for the PCs, which gives them favorable terms and 80 XP. 10 is a failure, which gives them bad terms and no XP.</li> </ul></blockquote><p></p>
[QUOTE="Staffan, post: 8870422, member: 907"] Removing the supporting material would not give you more adventure. It would just result in a 64-page book instead of a 96-page one (and possibly at a lower cost, but not 2/3 of the cost). The supporting material is almost always written by people other than the main adventure writer, which is why it's usually only tangential to the adventure. VP-ish, but not exactly the same. I believe the book predates the GMG, and if it doesn't the GMG was certainly not published while the book was being written. The system works like this, bullet-pointed: [LIST] [*]The guard captain (whom you are trying to persuade) starts with 5 Resistance Points. The PCs' job is to reduce this to 0. [*]On their turn, the PCs can try to sway the captain by rolling Diplomacy, Deception, or a relevant Lore. A success removes 1 RP, a crit 2, and a critical failure adds 1. Using particular arguments gets you a lower DC. [*]They can also try to support another person's arguments using the same skills. On a success, that person gets +1, and on a crit you also remove 1 RP. A crit fail gives -1. [*]Once during the debate a PC can demonstrate their talents for entertainment and roll Performance (or possibly another skill). Success removes 1 RP, crit also allows for one more attempt. A crit fail adds 1 RP. [*]The PCs can also try to discredit their rival using Circus Lore or Society. A success lowers their rival's success on their next roll by one level, but a crit fail instead improves their result. [*]Meanwhile, there's a rival also taking a turn who is countering the PCs' arguments. This automatically adds 1 RP, +1 or 2 if they succeed on a Diplomacy or Deception roll (needing 6+ to succeed). A crit fail removes 1 RP. [*]The debate is finished when the captain reaches 0 or 10 resistance. 0 is a success for the PCs, which gives them favorable terms and 80 XP. 10 is a failure, which gives them bad terms and no XP. [/LIST] [/QUOTE]
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