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*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Balesir" data-source="post: 6151051" data-attributes="member: 27160"><p>I really like most of this - especially the complications (would maybe need more details) and bonus for successes after the first - but it has a problem here in that more complex tasks will be <strong><em>more</em></strong> likely to succeed if it works this way. Maybe allow the selection of as many skills as the player likes that can be justified by the plan, but difficulty increases the minimum successes needed? Bonus successes still bring perks, failures still bring complications (thus adding lots of skills is not risk-free), but a certain number of successes are needed to succeed at the base action/plan. I think that could work.</p><p></p><p>This is called "Streetwise" in 4E and I think the name fits well.</p><p></p><p></p><p></p><p>P.S. On the references to 4E thing, since those who like 4E found that a lot of these issues were addressed in that edition, referring to it seems very natural. I understand that some folk don't like the way 4E did some of the addressing, but the frequent apparent assumptions that 4E didn't happen - things like "we want to use already existing mechanisms" when an alternative exists in 4E but is being (what seems like deliberately) ignored - are just irritating to me and, I imagine, to others like me. I'm perfectly happy to discuss alternatives and new options for doing stuff, but it just rankles when I see what I find perfectly good solutions being plain ignored - not even noted with a "but I really don't like this way of solving the problem" but just bypassed as if they were never presented - such that it's hard to keep focussed on being constructive sometimes.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6151051, member: 27160"] I really like most of this - especially the complications (would maybe need more details) and bonus for successes after the first - but it has a problem here in that more complex tasks will be [B][I]more[/I][/B] likely to succeed if it works this way. Maybe allow the selection of as many skills as the player likes that can be justified by the plan, but difficulty increases the minimum successes needed? Bonus successes still bring perks, failures still bring complications (thus adding lots of skills is not risk-free), but a certain number of successes are needed to succeed at the base action/plan. I think that could work. This is called "Streetwise" in 4E and I think the name fits well. P.S. On the references to 4E thing, since those who like 4E found that a lot of these issues were addressed in that edition, referring to it seems very natural. I understand that some folk don't like the way 4E did some of the addressing, but the frequent apparent assumptions that 4E didn't happen - things like "we want to use already existing mechanisms" when an alternative exists in 4E but is being (what seems like deliberately) ignored - are just irritating to me and, I imagine, to others like me. I'm perfectly happy to discuss alternatives and new options for doing stuff, but it just rankles when I see what I find perfectly good solutions being plain ignored - not even noted with a "but I really don't like this way of solving the problem" but just bypassed as if they were never presented - such that it's hard to keep focussed on being constructive sometimes. [/QUOTE]
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Narrative Space Options for non-spellcasters
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