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General Tabletop Discussion
*Pathfinder & Starfinder
Turns and Rounds - relooking at exploration
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<blockquote data-quote="Sunseeker" data-source="post: 5868308"><p>Could you extrapolate? In this context, I am referring to time moving at a pace decided by what is going on, what needs to happen, what the players are trying to accomplish, and so on.</p><p></p><p></p><p>Exploration and social classes are niche concepts. Most games are 50% combat, 25% exploration, 25% social. Most normal classes have exploration and social sides to them. I mean, we don't need a suite of magical powers for social and exploration stuff. We have nature, diplomacy, track, intimidate, ect... You're rarely going to have to roll a diplomacy check for every question you ask, though this too depends on the game. The rules for social and exploration are a lot "looser" because approaches to them are much more subjective. Some guys take the methodical 10' pole approach. Some guys just start picking up trinkets and seeing what they do. We have skill checks to match up appropriately to that, but I can't really see the need for rules beyond what we've got.</p><p></p><p></p><p>Sure, but in-game mechanics for this stuff will be very hit and miss. What if the game says a day is an hour of IRL time? How do we reconcile that with combat rounds being 6 seconds in-game but your average combat taking 20min to an hour. I think time is simply one of those things that needs to be left up to the game in question. Days can come and go on a fixed schedule, as the plot decides, or based on in-game actions.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5868308"] Could you extrapolate? In this context, I am referring to time moving at a pace decided by what is going on, what needs to happen, what the players are trying to accomplish, and so on. Exploration and social classes are niche concepts. Most games are 50% combat, 25% exploration, 25% social. Most normal classes have exploration and social sides to them. I mean, we don't need a suite of magical powers for social and exploration stuff. We have nature, diplomacy, track, intimidate, ect... You're rarely going to have to roll a diplomacy check for every question you ask, though this too depends on the game. The rules for social and exploration are a lot "looser" because approaches to them are much more subjective. Some guys take the methodical 10' pole approach. Some guys just start picking up trinkets and seeing what they do. We have skill checks to match up appropriately to that, but I can't really see the need for rules beyond what we've got. Sure, but in-game mechanics for this stuff will be very hit and miss. What if the game says a day is an hour of IRL time? How do we reconcile that with combat rounds being 6 seconds in-game but your average combat taking 20min to an hour. I think time is simply one of those things that needs to be left up to the game in question. Days can come and go on a fixed schedule, as the plot decides, or based on in-game actions. [/QUOTE]
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Turns and Rounds - relooking at exploration
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