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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8396943" data-attributes="member: 70468"><p>I found a post on reddit by Kevin Crawford <a href="https://www.reddit.com/r/SWN/comments/mquaiz/comment/guitfbq/" target="_blank">comparing characters between the two systems</a>. It’s a default assumption that characters are healed at full before an encounter, and the two systems do it differently. Healer is meant to replace easy access to pharmaceuticals (and psionics).</p><p></p><p>Honestly, it feels weird. After our first big fight, the healer was able to patch everyone up without problem. Actually, she got the barbarian up straight away during the fight. It felt very similar to Pathfinder 2e, which is a system focused on tactical combat. I’m not sure how the death rules would ever come into play except when the Healer goes down.</p><p></p><p>I know that System Strain (rather than hit points) is supposed to be the limiter that provides attrition. Along with the resting rules, it’s not exactly easy to get it back. That should encourage the PCs to be careful, but I don’t know yet. We’re still pretty early into the campaign, and the PCs haven’t really set off out into the wilds fully yet.</p><p></p><p>Regarding Henchkeeper, I still don’t think it’s a replacement for retainers. The henchmen you acquire requires less attention to keep loyal — they’re loyal by default unless you abuse them or put them in dangerous situations. The intro to the focus even says as much. You can still acquire henchmen normally, but you have to pay them and make it worth their while.</p><p></p><p>Of course, there are no rules for that. I’ve been working on a mod of OSE for my group that adapts it into WWN, and I’ve stumbled across a few things that are missing or minimally specified. WWN spends a pages discussing all the different types of armor and weapons, but it tells you nothing about adventuring gear. What’s the capacity of a cart? Where are the stats for the ships (it mentions ship speed in the exploration section, but only for one kind)?</p><p></p><p>The wilderness adventuring procedure is anemic. Waterborne adventuring is an afterthought. There are no rules for splash weapons (and the grenade rules in SWN seem to specialized for flasks of acid or burning oil). There aren’t even rules for traps. It discusses small traps in the Trapmaker focus but never defines what a small trap is.</p><p></p><p>I suppose I’m being nitpicky, but it feels like WWN is designed for a particular kind of sandbox (one that is adventure-driven rather than exploration-driven). I’m managing to fill in the gaps, but it’d be nice if I could use it as-is. It says something about the system that I’m willing to do as much hacking as I am when I basically wasn’t with PF2 in spite of having more investment with that system as a group.</p></blockquote><p></p>
[QUOTE="kenada, post: 8396943, member: 70468"] I found a post on reddit by Kevin Crawford [URL='https://www.reddit.com/r/SWN/comments/mquaiz/comment/guitfbq/']comparing characters between the two systems[/URL]. It’s a default assumption that characters are healed at full before an encounter, and the two systems do it differently. Healer is meant to replace easy access to pharmaceuticals (and psionics). Honestly, it feels weird. After our first big fight, the healer was able to patch everyone up without problem. Actually, she got the barbarian up straight away during the fight. It felt very similar to Pathfinder 2e, which is a system focused on tactical combat. I’m not sure how the death rules would ever come into play except when the Healer goes down. I know that System Strain (rather than hit points) is supposed to be the limiter that provides attrition. Along with the resting rules, it’s not exactly easy to get it back. That should encourage the PCs to be careful, but I don’t know yet. We’re still pretty early into the campaign, and the PCs haven’t really set off out into the wilds fully yet. Regarding Henchkeeper, I still don’t think it’s a replacement for retainers. The henchmen you acquire requires less attention to keep loyal — they’re loyal by default unless you abuse them or put them in dangerous situations. The intro to the focus even says as much. You can still acquire henchmen normally, but you have to pay them and make it worth their while. Of course, there are no rules for that. I’ve been working on a mod of OSE for my group that adapts it into WWN, and I’ve stumbled across a few things that are missing or minimally specified. WWN spends a pages discussing all the different types of armor and weapons, but it tells you nothing about adventuring gear. What’s the capacity of a cart? Where are the stats for the ships (it mentions ship speed in the exploration section, but only for one kind)? The wilderness adventuring procedure is anemic. Waterborne adventuring is an afterthought. There are no rules for splash weapons (and the grenade rules in SWN seem to specialized for flasks of acid or burning oil). There aren’t even rules for traps. It discusses small traps in the Trapmaker focus but never defines what a small trap is. I suppose I’m being nitpicky, but it feels like WWN is designed for a particular kind of sandbox (one that is adventure-driven rather than exploration-driven). I’m managing to fill in the gaps, but it’d be nice if I could use it as-is. It says something about the system that I’m willing to do as much hacking as I am when I basically wasn’t with PF2 in spite of having more investment with that system as a group. [/QUOTE]
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