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General Tabletop Discussion
*Pathfinder & Starfinder
Two Complementary Systems To Reward/Penalize PC Encounters-To-Rest Ratio
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<blockquote data-quote="Boarstorm" data-source="post: 4336423" data-attributes="member: 63913"><p>Welcome to ENWorld. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It's an interesting concept, but I have several concerns. Maybe you've addressed them already and I just missed it, but what the heck.</p><p></p><p>Variable XP: I can see this blowing campaigns out of water rather quickly. Take, for example, the case of the thug-who-would-not-die. Everyone's encountered it: something that's not meant to challenge the party at all, but due to the fact that Lady Luck decided to spit on the heroes, no one can roll above a 2. So the players get beat up by this thing and after an extended fight FINALLY manage to take it down after expending almost all their daily resources. Naturally, they'll want to rest. And that's when the system kicks them while they're down, only awarding 25% experience for the encounter.</p><p></p><p>On the other hand, steamrolling through many laughably easy encounters could end up being far, far more profitable than actually tackling something appropriate. Why fight orcs when those juicy little kobolds pop so easily and, if you kill enough of them, give double or more xp?</p><p></p><p>Basically what I'm thinking, here, is that the way monster XP values increase by level doesn't lend itself to a linear bonus or penalty to earned-XP. I mean, there's only 50 experience difference between a level 8 foe and a level 9 foe. If you can spend a day finding and cleaning up the lower level foes, by the time you reach the higher level foes you could potentially have received a reward completely out of proportion to your effort.</p><p></p><p>XP per Day: I'm not sure how this would work out. Seems like it could essentially bog down the session if every time the players stop to rest they get their xp allotments and potentially start dinging in the middle of a game session.</p><p></p><p>Momentum: Seems complicated to keep track of (as opposed to the built-in momentum system of Action Points), but that may just be a perception thing. I worry that once the PCs dig themselves into a hole or something, though, they may not ever be able to dig themselves back out. I suppose a trip to town is kind-of like the reset button on a stalled adventure, but I wonder if there shouldn't be another option.</p></blockquote><p></p>
[QUOTE="Boarstorm, post: 4336423, member: 63913"] Welcome to ENWorld. :) It's an interesting concept, but I have several concerns. Maybe you've addressed them already and I just missed it, but what the heck. Variable XP: I can see this blowing campaigns out of water rather quickly. Take, for example, the case of the thug-who-would-not-die. Everyone's encountered it: something that's not meant to challenge the party at all, but due to the fact that Lady Luck decided to spit on the heroes, no one can roll above a 2. So the players get beat up by this thing and after an extended fight FINALLY manage to take it down after expending almost all their daily resources. Naturally, they'll want to rest. And that's when the system kicks them while they're down, only awarding 25% experience for the encounter. On the other hand, steamrolling through many laughably easy encounters could end up being far, far more profitable than actually tackling something appropriate. Why fight orcs when those juicy little kobolds pop so easily and, if you kill enough of them, give double or more xp? Basically what I'm thinking, here, is that the way monster XP values increase by level doesn't lend itself to a linear bonus or penalty to earned-XP. I mean, there's only 50 experience difference between a level 8 foe and a level 9 foe. If you can spend a day finding and cleaning up the lower level foes, by the time you reach the higher level foes you could potentially have received a reward completely out of proportion to your effort. XP per Day: I'm not sure how this would work out. Seems like it could essentially bog down the session if every time the players stop to rest they get their xp allotments and potentially start dinging in the middle of a game session. Momentum: Seems complicated to keep track of (as opposed to the built-in momentum system of Action Points), but that may just be a perception thing. I worry that once the PCs dig themselves into a hole or something, though, they may not ever be able to dig themselves back out. I suppose a trip to town is kind-of like the reset button on a stalled adventure, but I wonder if there shouldn't be another option. [/QUOTE]
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Two Complementary Systems To Reward/Penalize PC Encounters-To-Rest Ratio
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