Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding Competence
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenada" data-source="post: 8507176" data-attributes="member: 70468"><p>There are two issues I see with that approach. First, I’d expect those benefits to be factored into the system’s assumption for balance. Instead of having a higher DC, a lock for a master of unlocking might require many times more successes. It’s theoretically doable by someone who’s just trained, but time or other circumstances might prevent it. The bigger issue is PF2 is designed with everything being’s a check on the same scale. Skills are used to make attacks and as defenses. If they didn’t scale, PF2 wouldn’t be able to do that.</p><p></p><p>I don’t think PCs should necessarily be able to do everything, especially once the challenges grow beyond just lower level ones. It’d be like if someone who could only cast 1st level spells could be as effective as someone who could heighten them well beyond that. However, I do agree that the game could probably give PCs more opportunities to customize their skills. Maybe use the <a href="https://2e.aonprd.com/Rules.aspx?ID=1373" target="_blank">Skill Point Variant</a> with 2/3/6 skill points gained instead of the baseline 1/2/4?</p><p></p><p></p><p>Something I did when I ran PF2 was allow PCs to spend hero points to boost each other’s results. That’s a bit better than a reroll, and it can help make an impossible check possible. We had a situation where the barbarian was fighting a mimic and was grappled to it. The check would have been basically impossible, but everyone chipped in hero points to help her escape. The idea for using hero points this way was inspired by <a href="https://thealexandrian.net/wordpress/43947/roleplaying-games/design-notes-keeping-momentum-in-2d20" target="_blank">Justin Alexander’s design notes on momentum in <em>Infinity</em> RPG</a>. In particular, I really liked how it encouraged off-turn engagement.</p><p></p><p>And sometimes the players trolled each other by e.g., upgrading an attack that did 1 damage into a crit. It was fun. <img class="smilie smilie--emoji" loading="lazy" alt="🙃" title="Upside-down face :upside_down:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f643.png" data-shortname=":upside_down:" /></p></blockquote><p></p>
[QUOTE="kenada, post: 8507176, member: 70468"] There are two issues I see with that approach. First, I’d expect those benefits to be factored into the system’s assumption for balance. Instead of having a higher DC, a lock for a master of unlocking might require many times more successes. It’s theoretically doable by someone who’s just trained, but time or other circumstances might prevent it. The bigger issue is PF2 is designed with everything being’s a check on the same scale. Skills are used to make attacks and as defenses. If they didn’t scale, PF2 wouldn’t be able to do that. I don’t think PCs should necessarily be able to do everything, especially once the challenges grow beyond just lower level ones. It’d be like if someone who could only cast 1st level spells could be as effective as someone who could heighten them well beyond that. However, I do agree that the game could probably give PCs more opportunities to customize their skills. Maybe use the [URL='https://2e.aonprd.com/Rules.aspx?ID=1373']Skill Point Variant[/URL] with 2/3/6 skill points gained instead of the baseline 1/2/4? Something I did when I ran PF2 was allow PCs to spend hero points to boost each other’s results. That’s a bit better than a reroll, and it can help make an impossible check possible. We had a situation where the barbarian was fighting a mimic and was grappled to it. The check would have been basically impossible, but everyone chipped in hero points to help her escape. The idea for using hero points this way was inspired by [URL='https://thealexandrian.net/wordpress/43947/roleplaying-games/design-notes-keeping-momentum-in-2d20']Justin Alexander’s design notes on momentum in [I]Infinity[/I] RPG[/URL]. In particular, I really liked how it encouraged off-turn engagement. And sometimes the players trolled each other by e.g., upgrading an attack that did 1 damage into a crit. It was fun. 🙃 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding Competence
Top