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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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<blockquote data-quote="Justice and Rule" data-source="post: 8417356" data-attributes="member: 6778210"><p>That could work. What I was trying to do was more of a "narrative damage calculator", but they aren't really fundamentally opposed mechanics. Though my biggest worry there (as with skill challenges) is that I think it's nicer to have a defined number of checks, rather than trying to reach a target. I've mentioned it in the past, but there was a moment on Critical Role where (ironically enough) they were doing an escape from a lizardman temple and Matt busted them into a Skill Challenge. I think it started good, but it just started to drag on and it's always stuck with me after watching it that I want such things to have a defined ending rather than having to linger on.</p><p></p><p></p><p></p><p>I'm going to disagree because, overall, combat is a much more defined state and while you can have many more edge cases (i.e. "I'm going to do this cool thing!" sorts of stuff), the process of what is going on is more defined: people are hitting things, and it's easier to come up with unified mechanics around that rather than the variety of things that could come from a retreat, which could entail running, barring doors, hiding, and all sorts of other stuff. There's a lot more narrative stuff at play, in my opinion.</p><p></p><p></p><p></p><p>I can't remember an OD&D game where we had to retreat, to be honest, so those rules were foreign to me until recently. And yeah, the idea that if you weren't adversarial you were basically "taking it easy" is one of the most frustrating things to fight in the culture of RPGs.</p><p></p><p></p><p></p><p>This was a prime reason for carrying rations, though you might need to open one on the fly for it to work.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8417356, member: 6778210"] That could work. What I was trying to do was more of a "narrative damage calculator", but they aren't really fundamentally opposed mechanics. Though my biggest worry there (as with skill challenges) is that I think it's nicer to have a defined number of checks, rather than trying to reach a target. I've mentioned it in the past, but there was a moment on Critical Role where (ironically enough) they were doing an escape from a lizardman temple and Matt busted them into a Skill Challenge. I think it started good, but it just started to drag on and it's always stuck with me after watching it that I want such things to have a defined ending rather than having to linger on. I'm going to disagree because, overall, combat is a much more defined state and while you can have many more edge cases (i.e. "I'm going to do this cool thing!" sorts of stuff), the process of what is going on is more defined: people are hitting things, and it's easier to come up with unified mechanics around that rather than the variety of things that could come from a retreat, which could entail running, barring doors, hiding, and all sorts of other stuff. There's a lot more narrative stuff at play, in my opinion. I can't remember an OD&D game where we had to retreat, to be honest, so those rules were foreign to me until recently. And yeah, the idea that if you weren't adversarial you were basically "taking it easy" is one of the most frustrating things to fight in the culture of RPGs. This was a prime reason for carrying rations, though you might need to open one on the fly for it to work. [/QUOTE]
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Community
General Tabletop Discussion
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Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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