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*Pathfinder & Starfinder
Remove Expected Wealth Levels
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5848033" data-attributes="member: 82106"><p>Exactly. There's no reason at all to go through the long and tedious process of rolling it all out using the combat rules. Not only that, but you end up with a random element that is totally out of the PCs control. Bad luck and they get screwed.</p><p></p><p>As for Hassassin's comment about "not doing damage", that's irrelevant. The hit points of the monster at the point the PCs DO interact with it is all that matters. I can as easily decide that ahead of time as not. It COULD be a function of the amount of rounds that goes by before they get involved, but the difference in my case was pretty trivial. If it matters much then just apply an adjustment for however much damage the NPCs would have done.</p><p></p><p>If the PCs start casting buffs or whatnot on the NPCs then simply make a small adjustment and describe how they saved an extra guy. Let the PC make a check to use the power in the most effective way and if they succeed then one NPC lives, etc. If you want to save some afterwards that went down, well, allow a heal check or whatnot for that. It is all pretty simple. Several of these things happened in my example encounter as I recall. There was nothing too hard about it and most of it was just done by eyeball. The players see fun results, the battle goes faster, nobody on the other side of the screen is any the wiser about how it was done.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5848033, member: 82106"] Exactly. There's no reason at all to go through the long and tedious process of rolling it all out using the combat rules. Not only that, but you end up with a random element that is totally out of the PCs control. Bad luck and they get screwed. As for Hassassin's comment about "not doing damage", that's irrelevant. The hit points of the monster at the point the PCs DO interact with it is all that matters. I can as easily decide that ahead of time as not. It COULD be a function of the amount of rounds that goes by before they get involved, but the difference in my case was pretty trivial. If it matters much then just apply an adjustment for however much damage the NPCs would have done. If the PCs start casting buffs or whatnot on the NPCs then simply make a small adjustment and describe how they saved an extra guy. Let the PC make a check to use the power in the most effective way and if they succeed then one NPC lives, etc. If you want to save some afterwards that went down, well, allow a heal check or whatnot for that. It is all pretty simple. Several of these things happened in my example encounter as I recall. There was nothing too hard about it and most of it was just done by eyeball. The players see fun results, the battle goes faster, nobody on the other side of the screen is any the wiser about how it was done. [/QUOTE]
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Remove Expected Wealth Levels
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