Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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 the complexity of Pathfinder 2
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="CapnZapp" data-source="post: 8151683" data-attributes="member: 12731"><p>Let me just clearly flag I'm trying to talk about the default game using my own experiences. I'm slowly getting the sense you two aren't really interested, and instead want to theorize ways to bend the game into doing what isn't set out to do. For instance, I have a hard time seeing striking runes as something else than a completely mandatory and integral part of the game, just one that sticks out like a sore thumb since it comes across as a vestige of the Christmas tree.</p><p></p><p>The notion they left the weapon dice as items because they intend the game to work even without them is simply not something I see even if I try my hardest to squint. (And that's coming from someone that considers himself very open to variant rules and discarding what doesn't work!) Every official Paizo adventure hands out weapon potency and striking runes with a consistency not seen for any other item or item type. The GM guidelines takes treasure and the reliance on items for granted.</p><p></p><p>There is no discussion of it being optional, other than the obliging and not-really-helpful "you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between."</p><p></p><p>I think the rulebook speaks for itself:</p><ul> <li data-xf-list-type="ul">"As the GM, it’s your job to distribute treasure to the player characters."</li> <li data-xf-list-type="ul">"Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs."</li> <li data-xf-list-type="ul">"Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party’s capabilities as the PCs progress through the adventure to make sure they don’t end up behind."</li> <li data-xf-list-type="ul">"The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn’t originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party’s resources. If they’re running out of consumables or money, or if they’re having trouble in combat because their items aren’t up to the task, you can make adjustments."</li> </ul><p></p><p>Everything here suggests magic items is entirely intended to be integral to character power. "It's your job", not an optional extra. "You should", not you can or may. Give them treasure or they "end up behind".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8151683, member: 12731"] Let me just clearly flag I'm trying to talk about the default game using my own experiences. I'm slowly getting the sense you two aren't really interested, and instead want to theorize ways to bend the game into doing what isn't set out to do. For instance, I have a hard time seeing striking runes as something else than a completely mandatory and integral part of the game, just one that sticks out like a sore thumb since it comes across as a vestige of the Christmas tree. The notion they left the weapon dice as items because they intend the game to work even without them is simply not something I see even if I try my hardest to squint. (And that's coming from someone that considers himself very open to variant rules and discarding what doesn't work!) Every official Paizo adventure hands out weapon potency and striking runes with a consistency not seen for any other item or item type. The GM guidelines takes treasure and the reliance on items for granted. There is no discussion of it being optional, other than the obliging and not-really-helpful "you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between." I think the rulebook speaks for itself: [LIST] [*]"As the GM, it’s your job to distribute treasure to the player characters." [*]"Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs." [*]"Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party’s capabilities as the PCs progress through the adventure to make sure they don’t end up behind." [*]"The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn’t originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party’s resources. If they’re running out of consumables or money, or if they’re having trouble in combat because their items aren’t up to the task, you can make adjustments." [/LIST] Everything here suggests magic items is entirely intended to be integral to character power. "It's your job", not an optional extra. "You should", not you can or may. Give them treasure or they "end up behind". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
Top