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TRAILBLAZER - PDF Release - Discussion/Questions/Errata
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4911195" data-attributes="member: 94"><p>Awesome, thanks. I wish more folks would help us track down those little things so the print version can be "100%."</p><p></p><p></p><p></p><p>I'm a bit torn here because I have competing objectives-- one of which is to keep the rules compartmentalized.</p><p></p><p></p><p></p><p>If Glassjaw has it done when I get back from my trip-- which I doubt, because he's been busy with other things-- then it will definitely go into the book. Otherwise, it will go into the PDF.</p><p></p><p></p><p></p><p>I think the main benefit of that rule is to dispense with the hand-wave of 24 hours that already occurs, and hand-wave 10 minutes instead. </p><p></p><p>However, when you combine it with the r/r/r spells and action points, it has the ancillary benefit of influencing spellcaster spell selection for the better. If scry and teleport are both on your Ritual list (and I recommend just so), they'll cost 1 action point <em>each </em>to refresh those spell slots. That does not eliminate the tactic but it does provide a disincentive.</p><p></p><p>The DM may need to disincentivize this strategy even further, and we'll share our thoughts on that when we tackle MAGIC as its own work.</p><p></p><p></p><p></p><p>Well, I can certainly say that action points in the hands of the bad guys will extend the length of combat beyond the wizard's first and only action...</p><p></p><p>More to your point, the rest mechanic makes it more likely that the PCs will enter their fights "fresh." Of course that is completely up to the DM and how much pressure he puts on the players-- which is no different than the status quo with respect to the "normal" 24 hour rest period.</p><p></p><p></p><p></p><p>Yes indeed-- the 80% game is the better game.</p><p></p><p>A 70%-ish success rate is optimal, IMO, in terms of the psychological satisfaction gained from the balance of success vs. risk. A success rate of 50/50 is too low (the game feels like a crap shoot) and a success rate of 95% is too easy (there's no sense of risk).</p><p></p><p></p><p></p><p>Sigh. This is certainly an instance where my playstyle prejudices will show through. I'm definitely not an advocate of letting players "pick" their magic items; there is a big difference between the items that accrue to PCs as a result of growing "organically" from 1st level, and just picking them a la carte off a list.</p><p></p><p>But to answer your question, go to page 13, and just add up all the entries from 1st to Xth level-- this is the total "per party" allocation of treasure for 4 PCs. Then let the players divvy up the items however they see fit.</p><p></p><p>You may-- or better yet, may not-- allow the PCs to sell off any lower level items they don't want.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4911195, member: 94"] Awesome, thanks. I wish more folks would help us track down those little things so the print version can be "100%." I'm a bit torn here because I have competing objectives-- one of which is to keep the rules compartmentalized. If Glassjaw has it done when I get back from my trip-- which I doubt, because he's been busy with other things-- then it will definitely go into the book. Otherwise, it will go into the PDF. I think the main benefit of that rule is to dispense with the hand-wave of 24 hours that already occurs, and hand-wave 10 minutes instead. However, when you combine it with the r/r/r spells and action points, it has the ancillary benefit of influencing spellcaster spell selection for the better. If scry and teleport are both on your Ritual list (and I recommend just so), they'll cost 1 action point [I]each [/I]to refresh those spell slots. That does not eliminate the tactic but it does provide a disincentive. The DM may need to disincentivize this strategy even further, and we'll share our thoughts on that when we tackle MAGIC as its own work. Well, I can certainly say that action points in the hands of the bad guys will extend the length of combat beyond the wizard's first and only action... More to your point, the rest mechanic makes it more likely that the PCs will enter their fights "fresh." Of course that is completely up to the DM and how much pressure he puts on the players-- which is no different than the status quo with respect to the "normal" 24 hour rest period. Yes indeed-- the 80% game is the better game. A 70%-ish success rate is optimal, IMO, in terms of the psychological satisfaction gained from the balance of success vs. risk. A success rate of 50/50 is too low (the game feels like a crap shoot) and a success rate of 95% is too easy (there's no sense of risk). Sigh. This is certainly an instance where my playstyle prejudices will show through. I'm definitely not an advocate of letting players "pick" their magic items; there is a big difference between the items that accrue to PCs as a result of growing "organically" from 1st level, and just picking them a la carte off a list. But to answer your question, go to page 13, and just add up all the entries from 1st to Xth level-- this is the total "per party" allocation of treasure for 4 PCs. Then let the players divvy up the items however they see fit. You may-- or better yet, may not-- allow the PCs to sell off any lower level items they don't want. [/QUOTE]
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