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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Supporting the "Three Pillars" Combat, Exploration and Roleplay equally?
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<blockquote data-quote="Ellington" data-source="post: 5891428" data-attributes="member: 6692166"><p>I really want all three pillars to be as viable when constructing an adventure. Just like there's adventures with mostly combat, so should it be possible to create good adventures with mostly exploration. However, I don't want to see a lot of new rules to deal with exploration and roleplay since skill checks aren't a very exciting mechanic. Sure, you could add some more elaborate rules but I think the way to go would be to create more <em>guidelines</em> rather than rules.</p><p></p><p>For exploration you could create a detailed chapter on how to build puzzles for your players to solve, and how to create situations where multiple exploration skills would be needed to advance and the players would have to figure out how to work together to solve it. A guide on how to create interesting and challenging dungeons and terrain to traverse would be awesome. As for mechanical rules, they should put some sort of set XP reward on exploration challenges just like combat, so it could become a more feasible part of each session and not just something to fill in between fights.</p><p></p><p>Similarly, I'd like to see guidelines instead of rules for roleplay. A chapter on how to create interesting NPCs with various goals that would intertwine with the players' goals. Not just for antagonists and allies, but especially those that were somewhere in between. The people you REALLY need to use your social skills on. Give the DM a helping hand in fleshing out NPCs and how the players could cater to them. Maybe the half-orc doorman isn't easily intimidated by the party fighter, but with a good enough insight check the party druid could infer that he might be easily flattered by the party bard.</p><p>And as with exploration, give players a set XP reward for finishing challenging roleplay situations.</p></blockquote><p></p>
[QUOTE="Ellington, post: 5891428, member: 6692166"] I really want all three pillars to be as viable when constructing an adventure. Just like there's adventures with mostly combat, so should it be possible to create good adventures with mostly exploration. However, I don't want to see a lot of new rules to deal with exploration and roleplay since skill checks aren't a very exciting mechanic. Sure, you could add some more elaborate rules but I think the way to go would be to create more [i]guidelines[/i] rather than rules. For exploration you could create a detailed chapter on how to build puzzles for your players to solve, and how to create situations where multiple exploration skills would be needed to advance and the players would have to figure out how to work together to solve it. A guide on how to create interesting and challenging dungeons and terrain to traverse would be awesome. As for mechanical rules, they should put some sort of set XP reward on exploration challenges just like combat, so it could become a more feasible part of each session and not just something to fill in between fights. Similarly, I'd like to see guidelines instead of rules for roleplay. A chapter on how to create interesting NPCs with various goals that would intertwine with the players' goals. Not just for antagonists and allies, but especially those that were somewhere in between. The people you REALLY need to use your social skills on. Give the DM a helping hand in fleshing out NPCs and how the players could cater to them. Maybe the half-orc doorman isn't easily intimidated by the party fighter, but with a good enough insight check the party druid could infer that he might be easily flattered by the party bard. And as with exploration, give players a set XP reward for finishing challenging roleplay situations. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Supporting the "Three Pillars" Combat, Exploration and Roleplay equally?
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