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General Tabletop Discussion
*Pathfinder & Starfinder
Supporting the "Three Pillars" Combat, Exploration and Roleplay equally?
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<blockquote data-quote="ExploderWizard" data-source="post: 5890787" data-attributes="member: 66434"><p>I am ok with roleplaying and exploration being mostly abstract if the only methods that can be thought of to make them more concrete is via dice fests like the skill challenge system. </p><p> </p><p>The problems with the three pillars can be addressed by the system in a couple of ways. First do away with the rigid dividing line between combat and non-combat. Just stop that . Second, give characters abilities that will be useful in all pillars. Some will be stronger than others in certain pillars but make sure everyone can add something to each pillar. </p><p> </p><p>The very best thing that can be done for this though, is through the adventures themselves. </p><p> </p><p> <strong>Do not dictate what the players do: </strong></p><p> </p><p>This means don't pre plan strings of combat encounter, puzzle, combat encounter, skill challenge, combat encounter, combat encounter....</p><p> </p><p>Adventures should outline scenarios not dictate player reactions. Present the conflicts, the motivations of those involved, descriptions of locales, and stats for npcs/monsters. How the PCs deal with things should be up to them. </p><p> </p><p>This means that the <em>players</em> get to decide how the three pillars are balanced for the campaign. If the players design a combat heavy party then they will probably be solving a lot of problems with violence. If the party creates a largely exploration/socially focused party then they may try more trickery and negotiation to resolve adventures.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5890787, member: 66434"] I am ok with roleplaying and exploration being mostly abstract if the only methods that can be thought of to make them more concrete is via dice fests like the skill challenge system. The problems with the three pillars can be addressed by the system in a couple of ways. First do away with the rigid dividing line between combat and non-combat. Just stop that . Second, give characters abilities that will be useful in all pillars. Some will be stronger than others in certain pillars but make sure everyone can add something to each pillar. The very best thing that can be done for this though, is through the adventures themselves. [B]Do not dictate what the players do: [/B] This means don't pre plan strings of combat encounter, puzzle, combat encounter, skill challenge, combat encounter, combat encounter.... Adventures should outline scenarios not dictate player reactions. Present the conflicts, the motivations of those involved, descriptions of locales, and stats for npcs/monsters. How the PCs deal with things should be up to them. This means that the [I]players[/I] get to decide how the three pillars are balanced for the campaign. If the players design a combat heavy party then they will probably be solving a lot of problems with violence. If the party creates a largely exploration/socially focused party then they may try more trickery and negotiation to resolve adventures. [/QUOTE]
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Supporting the "Three Pillars" Combat, Exploration and Roleplay equally?
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