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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Plot-driven training, outside of level advancement
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<blockquote data-quote="RangerWickett" data-source="post: 5205743" data-attributes="member: 63"><p>In my game, the PCs pick up new skills and tricks all the time. The monk-mage learned how to gather the souls of dying enemies, and has been slowly influenced by them. The pacifist necromancer encountered a centaur and started experimenting on how to create his own hybrid critters -- he even combined a PC who died with an NPC who the PC killed, making an unnatural amalgamation.</p><p></p><p>The rock-obsessed mage (yes, they're all mages) communed with the spirit of a volcano and forged metaphysical chains of magma linking him to it so he can invoke the volcano's power from afar.</p><p></p><p>It's my game, so screw balance, I say. If I had to design mechanics, though, I'd say, "Reward players who are creative. Let them use their tricks when appropriate, and be generous with page 42."</p><p></p><p>Remember the DM's best friend. +2 for favorable circumstances. If the PCs say they spend time practicing putting out fires on themselves, looking like fools rolling around after first setting themselves on fire (they've obviously got to set themselves on fire first, or else the training isn't realistic enough), grant them a +2 bonus to saves to end ongoing fire damage. If they want to abuse it, <em>fine</em>, let them abuse it. A +2 bonus won't break the bank.</p><p></p><p>I dunno, maybe put a limit of 4 things like this that a given PC can have trained for without a feat. I mean, sure, you might have learned 5 years ago how to avoid hurting yourself when you jump through glass, but in the heat of the moment you probably won't remember your training. A few things, though, you care about and will recall.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5205743, member: 63"] In my game, the PCs pick up new skills and tricks all the time. The monk-mage learned how to gather the souls of dying enemies, and has been slowly influenced by them. The pacifist necromancer encountered a centaur and started experimenting on how to create his own hybrid critters -- he even combined a PC who died with an NPC who the PC killed, making an unnatural amalgamation. The rock-obsessed mage (yes, they're all mages) communed with the spirit of a volcano and forged metaphysical chains of magma linking him to it so he can invoke the volcano's power from afar. It's my game, so screw balance, I say. If I had to design mechanics, though, I'd say, "Reward players who are creative. Let them use their tricks when appropriate, and be generous with page 42." Remember the DM's best friend. +2 for favorable circumstances. If the PCs say they spend time practicing putting out fires on themselves, looking like fools rolling around after first setting themselves on fire (they've obviously got to set themselves on fire first, or else the training isn't realistic enough), grant them a +2 bonus to saves to end ongoing fire damage. If they want to abuse it, [i]fine[/i], let them abuse it. A +2 bonus won't break the bank. I dunno, maybe put a limit of 4 things like this that a given PC can have trained for without a feat. I mean, sure, you might have learned 5 years ago how to avoid hurting yourself when you jump through glass, but in the heat of the moment you probably won't remember your training. A few things, though, you care about and will recall. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Plot-driven training, outside of level advancement
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