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*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8143528" data-attributes="member: 6801252"><p>Preaching to the choir, my players aren't unkind, but I've got one who can be pretty stubborn about this in particular-- I'm using Automatic Bonus Progression for an upcoming pirate-themed West Marches where I want to incorporate a little old school mentality by having everyone be focused on treasure, having it be player scheduled (taking cues from open table, and proper west marches.) The reason for ABP is to make to be able to step away from mandatory WBL guidelines, and allow for wealth to provide an incentive to explore-- a player whose bad at exploring won't get much, whereas a player who is good at it could get very wealthy, so I needed to make sure that was kosher mathematically.</p><p></p><p>That player and I had a <em>heated </em>debate over whether there should be a baseline treasure the GM shovels towards the players for time spent playing in all adventures. We had another debate because he thought having guild provided sailing vessels for all adventures would be the way to go, whereas I want to let that be organic as players acquire vessels, organize with who has what, and let the logistics management be a player facing part of the game. We argued over whether high level settlements should just be there and freely accessible. Like, these weren't fights, they were respectful and I value his input (especially on other things not relevant to this), but whew lad when he homes in on something he sees the players as entitled to, its like arguing with a hurricane.</p><p></p><p>If anyone's curious, I settled on the logistics being player facing, but allowing them to accept contracts with factions to handle the logistics of a given voyage conditionally (e.g. a major cut of the treasure, constraints on which missions they'll support you on, etc.) I determined that there's a low level starting settlement everyone has access to, but then higher end settlements scattered through the isles are protectionist enough to require permits to do business in-- which could be stolen, given as rewards, be sent to certain players as invitations from the port, using a reputation system. I also allowed that players position in the isles only matters during a session-- downtime can be done at any port your character has a permit to access, and voyages can start at any port any of the players in the voyage have a permit to access (I'm planning to use a hex grid to systematize travel and navigation, so the position of ports vs. certain destinations can result in shorter journeys, inconvenient previously discovered obstacles, and etc.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8143528, member: 6801252"] Preaching to the choir, my players aren't unkind, but I've got one who can be pretty stubborn about this in particular-- I'm using Automatic Bonus Progression for an upcoming pirate-themed West Marches where I want to incorporate a little old school mentality by having everyone be focused on treasure, having it be player scheduled (taking cues from open table, and proper west marches.) The reason for ABP is to make to be able to step away from mandatory WBL guidelines, and allow for wealth to provide an incentive to explore-- a player whose bad at exploring won't get much, whereas a player who is good at it could get very wealthy, so I needed to make sure that was kosher mathematically. That player and I had a [I]heated [/I]debate over whether there should be a baseline treasure the GM shovels towards the players for time spent playing in all adventures. We had another debate because he thought having guild provided sailing vessels for all adventures would be the way to go, whereas I want to let that be organic as players acquire vessels, organize with who has what, and let the logistics management be a player facing part of the game. We argued over whether high level settlements should just be there and freely accessible. Like, these weren't fights, they were respectful and I value his input (especially on other things not relevant to this), but whew lad when he homes in on something he sees the players as entitled to, its like arguing with a hurricane. If anyone's curious, I settled on the logistics being player facing, but allowing them to accept contracts with factions to handle the logistics of a given voyage conditionally (e.g. a major cut of the treasure, constraints on which missions they'll support you on, etc.) I determined that there's a low level starting settlement everyone has access to, but then higher end settlements scattered through the isles are protectionist enough to require permits to do business in-- which could be stolen, given as rewards, be sent to certain players as invitations from the port, using a reputation system. I also allowed that players position in the isles only matters during a session-- downtime can be done at any port your character has a permit to access, and voyages can start at any port any of the players in the voyage have a permit to access (I'm planning to use a hex grid to systematize travel and navigation, so the position of ports vs. certain destinations can result in shorter journeys, inconvenient previously discovered obstacles, and etc.) [/QUOTE]
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