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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="N'raac" data-source="post: 6153422" data-attributes="member: 6681948"><p>I think these are all quite valid questions, and the symmetry issue is a very real one. It's odd that players accept, if they want to be resistant to magical fear, the character needs good will saves, whether from class, WIS and/or feats, class abilities, etc., but non-magical fear? They can have a 6 WIS, poor will saves, no bonuses from class, race, etc. but their PC should be impossible to intimidate because they say so.</p><p></p><p>My preference is symmetry. You want resistance/immunity, dedicate character resources within the rules to get there, under the same resource constraints applicable to NPCs. You want blanket immunity because "my character wouldn't do that", then the NPC's have the same right to immunity if the GM thinks the characte wouldn't do that.</p><p></p><p>If we want characters in general to be heroic and courageous, then the DC's to make anyone/thing behave otherwise should be raised accordingly.</p><p></p><p></p><p></p><p>All of which matches my interpretation of your comments. One question not answered above: the GM has not describe the bare, unadorned cell yet, but it is established in his setting notes that it is bare and unadorned. The player announces his search for a flowerpot before the GM gets to that aspect of the description. Do the GM notes override, or does the player get his flowerpot? If the latter, should the player interrupt the flow to get what he wants (eg. "We open the door - I call an armory filled with magical weapons behind it!")? How much leeway does the GM get to override player narrative control based on things he knows that the players don't?</p></blockquote><p></p>
[QUOTE="N'raac, post: 6153422, member: 6681948"] I think these are all quite valid questions, and the symmetry issue is a very real one. It's odd that players accept, if they want to be resistant to magical fear, the character needs good will saves, whether from class, WIS and/or feats, class abilities, etc., but non-magical fear? They can have a 6 WIS, poor will saves, no bonuses from class, race, etc. but their PC should be impossible to intimidate because they say so. My preference is symmetry. You want resistance/immunity, dedicate character resources within the rules to get there, under the same resource constraints applicable to NPCs. You want blanket immunity because "my character wouldn't do that", then the NPC's have the same right to immunity if the GM thinks the characte wouldn't do that. If we want characters in general to be heroic and courageous, then the DC's to make anyone/thing behave otherwise should be raised accordingly. All of which matches my interpretation of your comments. One question not answered above: the GM has not describe the bare, unadorned cell yet, but it is established in his setting notes that it is bare and unadorned. The player announces his search for a flowerpot before the GM gets to that aspect of the description. Do the GM notes override, or does the player get his flowerpot? If the latter, should the player interrupt the flow to get what he wants (eg. "We open the door - I call an armory filled with magical weapons behind it!")? How much leeway does the GM get to override player narrative control based on things he knows that the players don't? [/QUOTE]
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Narrative Space Options for non-spellcasters
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