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<blockquote data-quote="kenada" data-source="post: 8238828" data-attributes="member: 70468"><p>What I mean by “physics” is that the system has an internal consistency. Certain things work certain ways. When I say that PF2 is a prescriptive system, you have a lot of various things you take or can do that demonstrate your character’s proficiency. It’s not really a game where you’re expected to improvise effects like that. For example, I’d expect something like a seance or creating wards to fall under the ritual subsystem.</p><p></p><p></p><p>I had a hunch skill challenges might come up. I’m not a skill challenges guy, especially if one is revealing which skills are pertinent to the challenge. The time I ran the VP subsystem, it was entirely as a tool for my own use. I wouldn’t ever make something like that player facing. It clashes with the style of play I try to cultivate. As a player, I’m not particularly fond of it either.</p><p></p><p></p><p>How does a non-magical ward work? What are the setting and system implications of that? This goes back to what I mean by the “physics” of the system. Having a system with some kind of internal logic is important to me.</p><p></p><p></p><p>The idea behind using the VP subsystem is it can track progress towards a goal over time. You can layer it over the regular act of exploration, and as the PCs uncover clues and take actions to deal with it, the VP subsystem would track progress towards a conclusion. You could even run multiple VP tracks to handle things like complications. That’s pretty much for what and how clocks are used in other games.</p></blockquote><p></p>
[QUOTE="kenada, post: 8238828, member: 70468"] What I mean by “physics” is that the system has an internal consistency. Certain things work certain ways. When I say that PF2 is a prescriptive system, you have a lot of various things you take or can do that demonstrate your character’s proficiency. It’s not really a game where you’re expected to improvise effects like that. For example, I’d expect something like a seance or creating wards to fall under the ritual subsystem. I had a hunch skill challenges might come up. I’m not a skill challenges guy, especially if one is revealing which skills are pertinent to the challenge. The time I ran the VP subsystem, it was entirely as a tool for my own use. I wouldn’t ever make something like that player facing. It clashes with the style of play I try to cultivate. As a player, I’m not particularly fond of it either. How does a non-magical ward work? What are the setting and system implications of that? This goes back to what I mean by the “physics” of the system. Having a system with some kind of internal logic is important to me. The idea behind using the VP subsystem is it can track progress towards a goal over time. You can layer it over the regular act of exploration, and as the PCs uncover clues and take actions to deal with it, the VP subsystem would track progress towards a conclusion. You could even run multiple VP tracks to handle things like complications. That’s pretty much for what and how clocks are used in other games. [/QUOTE]
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