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*Pathfinder & Starfinder
Solutions to the 15 minute adventuring day: carrots and sticks.
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<blockquote data-quote="davep123" data-source="post: 5976126" data-attributes="member: 93229"><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">Howdy all,</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">I’m something of a lurker on these forums, and very rarely post, but I thought I’d chip in with the solution to the 15 minute work day that we use in our campaign. The game we play is basically 4e with lots of house rules.</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">All characters are either priestly sorts who channel their powers through magical focuses, or ‘talenters’ who are like fantasy X-men. That means all classes have magical powers that are either at-will, per encounter, or per encounter but useable only when bloodied (these replace dailies). So, all powers are completely refreshed after each encounter.</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">We don’t use the usual 4e surge mechanic. Instead, each character has an extra hp stat: ‘max hp’ (as opposed to full hps). Whenever they use a surge, they are healed as normal but their max hp stat drops by a value equal to one tenth of their full hps (rounded down). F’rinstance, if a fighter has 30 full hps, takes 15 damage putting him at 15 current hps, and uses a surge that heals him for 8hp, he’ll have 23 current hp and 27 max hp. If he uses another surge to heal 8hp, both his current and max hp will be 25 with the extra healing wasted. Max hps recover slowly at the rate of a few per day.</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">So, the sole resource depleted through consecutive encounters is max hp, representing a loss of inner strength (as most healing uses the recipient’s own inner endurance to power the effect). </span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">The mechanic that encourages the characters to continue in the face of diminishing max hps makes use of a variant of action points (i.e. extra actions). With each successive encounter the ‘Heroism Meter’ increases by 1 to a maximum of 6, resetting if they have an extended rest. Here’s the Heroism Meter table:</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">1: One extra action useable only when the character is below zero hp (which doesn’t necessarily represent helplessness in my game)</span></span></p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">2: One extra action useable only when the character is bloodied</span></span></p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">3. One extra action useable anytime</span></span></p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">4. Two extra actions, one usable anytime and one when the character is below zero hp</span></span></p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">5. Two extra actions, one useable anytime and one when the character is bloodied</span></span></p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">6. Two extra actions, both useable anytime</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">So, the more fights the characters have, the more fragile they become but the more kick-arse they become, too. After several encounters, they risk being taken out in only a couple of good hits, but can overwhelm the bad guys very quickly with their barrage of extra actions. In one memorable session, one of the characters had been healed so many times that his max hps were below half his full hps, meaning he started the fight both unwounded and bloodied (which meant he also had access to his bloodied powers at the beginning of the fight).</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">Anyway, this setup has worked for us in our game. It has made the decision to rest a meaningful choice for the players – do they want to restore their max hp and lose their extra actions, or remain fragile but keep their extra actions? Of course, sometimes the story places time limits on them, which mean resting isn’t always an option. But this way, as DM I’m not forced to constantly impose story-based time limits on the characters to prevent them from resting after every fight.</span></span></p><p> </p><p><span style="font-family: 'Credit Suisse Type Light'"><span style="color: white">Of course, none of this would be easily useable in 5e with its Vancian magic, but I thought I’d chip in since the topic was specifically about possible solutions to the problem of the 15 minute workday.</span></span></p><p> </p><p></p><p><span style="font-family: 'Credit Suisse Type Light'">Also, I'd be curious to hear of anyone who's used something similar, or who may have possible criticisms of our system. For example, I know that 'one tenth of max hp per surge' works at low levels, but may have to be adjusted for higher level characters.</span></p></blockquote><p></p>
[QUOTE="davep123, post: 5976126, member: 93229"] [FONT=Credit Suisse Type Light][COLOR=white]Howdy all,[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]I’m something of a lurker on these forums, and very rarely post, but I thought I’d chip in with the solution to the 15 minute work day that we use in our campaign. The game we play is basically 4e with lots of house rules.[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]All characters are either priestly sorts who channel their powers through magical focuses, or ‘talenters’ who are like fantasy X-men. That means all classes have magical powers that are either at-will, per encounter, or per encounter but useable only when bloodied (these replace dailies). So, all powers are completely refreshed after each encounter.[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]We don’t use the usual 4e surge mechanic. Instead, each character has an extra hp stat: ‘max hp’ (as opposed to full hps). Whenever they use a surge, they are healed as normal but their max hp stat drops by a value equal to one tenth of their full hps (rounded down). F’rinstance, if a fighter has 30 full hps, takes 15 damage putting him at 15 current hps, and uses a surge that heals him for 8hp, he’ll have 23 current hp and 27 max hp. If he uses another surge to heal 8hp, both his current and max hp will be 25 with the extra healing wasted. Max hps recover slowly at the rate of a few per day.[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]So, the sole resource depleted through consecutive encounters is max hp, representing a loss of inner strength (as most healing uses the recipient’s own inner endurance to power the effect). [/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]The mechanic that encourages the characters to continue in the face of diminishing max hps makes use of a variant of action points (i.e. extra actions). With each successive encounter the ‘Heroism Meter’ increases by 1 to a maximum of 6, resetting if they have an extended rest. Here’s the Heroism Meter table:[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]1: One extra action useable only when the character is below zero hp (which doesn’t necessarily represent helplessness in my game)[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]2: One extra action useable only when the character is bloodied[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]3. One extra action useable anytime[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]4. Two extra actions, one usable anytime and one when the character is below zero hp[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]5. Two extra actions, one useable anytime and one when the character is bloodied[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]6. Two extra actions, both useable anytime[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]So, the more fights the characters have, the more fragile they become but the more kick-arse they become, too. After several encounters, they risk being taken out in only a couple of good hits, but can overwhelm the bad guys very quickly with their barrage of extra actions. In one memorable session, one of the characters had been healed so many times that his max hps were below half his full hps, meaning he started the fight both unwounded and bloodied (which meant he also had access to his bloodied powers at the beginning of the fight).[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]Anyway, this setup has worked for us in our game. It has made the decision to rest a meaningful choice for the players – do they want to restore their max hp and lose their extra actions, or remain fragile but keep their extra actions? Of course, sometimes the story places time limits on them, which mean resting isn’t always an option. But this way, as DM I’m not forced to constantly impose story-based time limits on the characters to prevent them from resting after every fight.[/COLOR][/FONT] [FONT=Credit Suisse Type Light][COLOR=white]Of course, none of this would be easily useable in 5e with its Vancian magic, but I thought I’d chip in since the topic was specifically about possible solutions to the problem of the 15 minute workday.[/COLOR][/FONT] [FONT=Credit Suisse Type Light][/FONT] [FONT=Credit Suisse Type Light]Also, I'd be curious to hear of anyone who's used something similar, or who may have possible criticisms of our system. For example, I know that 'one tenth of max hp per surge' works at low levels, but may have to be adjusted for higher level characters.[/FONT] [/QUOTE]
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