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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: 8420040" data-attributes="member: 6778210"><p>The Star Wars books are honestly some of the easiest reads I've seen. Genesys, from what I remember, is pretty good, too. L5R is harder, largely because I think in following the classic 20 questions they put some <strong><em>incredibly important</em></strong> concepts further back than they should.</p><p></p><p>But what you're talking about is so wonderful and liberating as part of the game, it's hard to fully capture it. Building the dice pools for difficulty are pretty easy and great to modify: if you have a minor problem, add a setback die (or two). If there's something there that could cause real harm to the person, you change a purple die to a red Challenge die, which have critical failures on them. Green dice are ability dice, what you get from your natural talents, while the yellow dice are skill dice, which are better all around and also allow you to get critical successes. It's a really cool separation between skill and talent, where having even one level means that you get a definite edge compared to before, along with the added benefit of being able to get game-changing critical successes ("Triumphs" in system terms).</p><p></p><p>Spending Advantage and Threat are also similarly great: you can now model cool things like your shots suppressing their target or putting your allies in better position to attack without having to just make it up by GM Fiat or make 4 die rolls to justify it. One of my favorite things was my brother rolling up to a speeder, managing to crack the lock on it and spending 3 advantage to find the keys in the visor. Allowing the players to add little bits into scenes or use their advantage to cause cinematic stuff to occur like shooting gantries with stormtroopers down with a critical success despite failing to hit the troopers is really, really ufn.</p><p></p><p>The big thing is that it is a system where you shouldn't be making die rolls all the time; if you have everybody rolling a check every time you have a problem, the system won't work well. Instead it's better to have people section off tasks or doing something slightly different, or if they want to do the same thing then one helps the other.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8420040, member: 6778210"] The Star Wars books are honestly some of the easiest reads I've seen. Genesys, from what I remember, is pretty good, too. L5R is harder, largely because I think in following the classic 20 questions they put some [B][I]incredibly important[/I][/B] concepts further back than they should. But what you're talking about is so wonderful and liberating as part of the game, it's hard to fully capture it. Building the dice pools for difficulty are pretty easy and great to modify: if you have a minor problem, add a setback die (or two). If there's something there that could cause real harm to the person, you change a purple die to a red Challenge die, which have critical failures on them. Green dice are ability dice, what you get from your natural talents, while the yellow dice are skill dice, which are better all around and also allow you to get critical successes. It's a really cool separation between skill and talent, where having even one level means that you get a definite edge compared to before, along with the added benefit of being able to get game-changing critical successes ("Triumphs" in system terms). Spending Advantage and Threat are also similarly great: you can now model cool things like your shots suppressing their target or putting your allies in better position to attack without having to just make it up by GM Fiat or make 4 die rolls to justify it. One of my favorite things was my brother rolling up to a speeder, managing to crack the lock on it and spending 3 advantage to find the keys in the visor. Allowing the players to add little bits into scenes or use their advantage to cause cinematic stuff to occur like shooting gantries with stormtroopers down with a critical success despite failing to hit the troopers is really, really ufn. The big thing is that it is a system where you shouldn't be making die rolls all the time; if you have everybody rolling a check every time you have a problem, the system won't work well. Instead it's better to have people section off tasks or doing something slightly different, or if they want to do the same thing then one helps the other. [/QUOTE]
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Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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