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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: 8431203" data-attributes="member: 6778210"><p>Yeah, I typically didn't like switching up skills if I didn't need to. I tried solving that problem by doing my own homebrew with the skill system, but in the end I think this one was more up my alley. Some of the more freeform skill systems out there are interesting to me, but I wonder how much my players would litigate when such advantages would apply where. Probably should have a bit more faith, but I'm a worrywart at times.</p><p></p><p></p><p></p><p>It's why I like avoiding big modifiers in Feat design: if you give them something huge, people will inevitably want to get as much out of it as they can. And that makes sense, but it can also be frustrating for both parties to litigate a bunch of edge cases on the matter.</p><p></p><p></p><p></p><p>Okay, so <em>Legend of the Five Rings 5E </em>has the interesting aspect of choosing "approaches" via your "Ring" (basically your different personality traits, associated with elements). So you can use your best attribute on something, but in doing so you might raise the difficulty because that specific approach is ill-suited for this situation.</p><p></p><p>This is most-obviously seen in their NPC design, which often have "demeanors": quick personality types which grant bonuses and penalties to social checks against them with certain rings. For example, a "Shrewd" NPC is generally clever, and thus more difficult to trick (which is done with the Air Ring), but also more easily cowed by direct conflict (using the Fire Ring approach). On the other hand, an "Assertive" NPC generally will stand up to simple appeals to logic and reason (Earth Ring) since they are stubborn, but can be more easily tricked through their stubbornness (Air Ring).</p><p></p><p>It's honestly fascinating. I desperately want to play a game with my friends because the basic mechanics are simple, but it also creates a complex give and take when it comes to one's strengths and weaknesses.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8431203, member: 6778210"] Yeah, I typically didn't like switching up skills if I didn't need to. I tried solving that problem by doing my own homebrew with the skill system, but in the end I think this one was more up my alley. Some of the more freeform skill systems out there are interesting to me, but I wonder how much my players would litigate when such advantages would apply where. Probably should have a bit more faith, but I'm a worrywart at times. It's why I like avoiding big modifiers in Feat design: if you give them something huge, people will inevitably want to get as much out of it as they can. And that makes sense, but it can also be frustrating for both parties to litigate a bunch of edge cases on the matter. Okay, so [I]Legend of the Five Rings 5E [/I]has the interesting aspect of choosing "approaches" via your "Ring" (basically your different personality traits, associated with elements). So you can use your best attribute on something, but in doing so you might raise the difficulty because that specific approach is ill-suited for this situation. This is most-obviously seen in their NPC design, which often have "demeanors": quick personality types which grant bonuses and penalties to social checks against them with certain rings. For example, a "Shrewd" NPC is generally clever, and thus more difficult to trick (which is done with the Air Ring), but also more easily cowed by direct conflict (using the Fire Ring approach). On the other hand, an "Assertive" NPC generally will stand up to simple appeals to logic and reason (Earth Ring) since they are stubborn, but can be more easily tricked through their stubbornness (Air Ring). It's honestly fascinating. I desperately want to play a game with my friends because the basic mechanics are simple, but it also creates a complex give and take when it comes to one's strengths and weaknesses. [/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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