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*Pathfinder & Starfinder
So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="Ahnehnois" data-source="post: 6293561" data-attributes="member: 17106"><p>Well, implicit in your statements of "I want parity" or whatever else you want is that PF doesn't already have. You're not phrasing it in terms of gray areas ("I want more parity"), so I don't interpret it as such.</p><p></p><p>Moreover, PF already has what you want. It's quite easy to run a game with whatever level of preparation you want, and not have characters run all over it or get TPKed. People are doing it right now as we type. The things you want were already focused on in the original 3e design, the 3.5 revision, and the shift to PF, almost to the point of myopia. PF is a very tightly balanced game with relatively low lethality for low-level characters and relative parity among the classes. This was supposed to be about fixing things, and I don't see any impetus to fix what the game is already optimized to do.</p><p></p><p>So a real problem would be something along the lines of the Christmas tree effect. This I don't know that PF really fixed. I don't particularly like that characters have to be decked out with magical gear to function effectively. I don't know that inherent bonuses are the answer, but it's at least something to ponder on.</p><p></p><p>I don't understand this phenomenon of being driven away from rpgs by one minor failure. Is there something about rpg players that makes them extra sensitive? Even if beginner characters are not immediately slaughtered, they're definitely going to fail in some meaningful ways.</p><p></p><p>If someone's coming in from the cRPG world (or have played an FPS or any game where character death is possible), they're used to having their character die a dozen times before they figure out how to really play. A lot of people, you have to convince them that character death matters, not massage their broken souls after it happens.</p><p></p><p>And even then, if you're trying to DM for true beginners, it may make sense to reduce the lethality level or throw in a free resurrection or something. Or maybe not. That's DMing advice, not something the rules need to concern themselves with.</p><p></p><p>So maybe your solution would be to make the death window bigger or intentionally lower the challenge level or to make battles less frequent. That's fine. The game itself is not responsible for making sure that adventurers who are frequently engaged in battles to the death never actually die.</p><p></p><p>I think it's pretty likely that the more you put into something, the more you'll get out of it. How much time this hobby is worth though, is a very individual question. I'd also like the rules to help, but I'd mainly like them to help by getting out of the way. The prep time that I think is wasted is the time I spend patching and fixing things that are inconsistent or nonsensical. So...maybe we should fix those.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6293561, member: 17106"] Well, implicit in your statements of "I want parity" or whatever else you want is that PF doesn't already have. You're not phrasing it in terms of gray areas ("I want more parity"), so I don't interpret it as such. Moreover, PF already has what you want. It's quite easy to run a game with whatever level of preparation you want, and not have characters run all over it or get TPKed. People are doing it right now as we type. The things you want were already focused on in the original 3e design, the 3.5 revision, and the shift to PF, almost to the point of myopia. PF is a very tightly balanced game with relatively low lethality for low-level characters and relative parity among the classes. This was supposed to be about fixing things, and I don't see any impetus to fix what the game is already optimized to do. So a real problem would be something along the lines of the Christmas tree effect. This I don't know that PF really fixed. I don't particularly like that characters have to be decked out with magical gear to function effectively. I don't know that inherent bonuses are the answer, but it's at least something to ponder on. I don't understand this phenomenon of being driven away from rpgs by one minor failure. Is there something about rpg players that makes them extra sensitive? Even if beginner characters are not immediately slaughtered, they're definitely going to fail in some meaningful ways. If someone's coming in from the cRPG world (or have played an FPS or any game where character death is possible), they're used to having their character die a dozen times before they figure out how to really play. A lot of people, you have to convince them that character death matters, not massage their broken souls after it happens. And even then, if you're trying to DM for true beginners, it may make sense to reduce the lethality level or throw in a free resurrection or something. Or maybe not. That's DMing advice, not something the rules need to concern themselves with. So maybe your solution would be to make the death window bigger or intentionally lower the challenge level or to make battles less frequent. That's fine. The game itself is not responsible for making sure that adventurers who are frequently engaged in battles to the death never actually die. I think it's pretty likely that the more you put into something, the more you'll get out of it. How much time this hobby is worth though, is a very individual question. I'd also like the rules to help, but I'd mainly like them to help by getting out of the way. The prep time that I think is wasted is the time I spend patching and fixing things that are inconsistent or nonsensical. So...maybe we should fix those. [/QUOTE]
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