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Community
General Tabletop Discussion
*Pathfinder & Starfinder
unarmed/no equipment rules?
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<blockquote data-quote="mneme" data-source="post: 5173408" data-attributes="member: 59248"><p>FWIW, I just played in an LFR adventure that deprives the players of their equipment -- and has them go through various fights with partial or inadequate equipment. Variations include (yes, within the same adventure):</p><p></p><p>No equipment: they never actually have to fight this way -- probably a good thing, though one where the characters had to grab equipment in the middle of the fight could be fun.</p><p></p><p>Makeshift equipment: The characters find various objects they can form into makeshift, temporary versions of simple weapons (no armor or shields, though). </p><p></p><p>Inadequate equipment: The characters find a cache of armor and weapons -- including both nonmagical weapons and the magical treasure they're getting out of the adventure (which since it's LFR, includes a reasonable number of magic items, some at level).</p><p></p><p>And it's possible that they could have completely geared up by the end, though it was very much a tradeoff.</p><p></p><p>The adventure worked very well (and yes, the baddies were somewhat understatted from what one would have expected had the characters been fully equipped), and I think one can draw some general lessons from it:</p><p></p><p>1. It's a lot better to let the characters fight with bad weapons/armor than -no- weapons/armor. So sure, deprive them of armor for the first fight (and understat it a lot), but let them get -something- to wear for the later ones or the heavy armor wielders will be hurting badly. Re weapons, you need to have weapons they can grab, probably even in the first fight (though if those weapons are held by the baddies, that can be ok if the party composition is such that this is a teamwork problem -- the casters kill the first wave of baddies while the weapon folks use pool equipment as makeshift clubs, the weapon folks now have adequiate weapons, but may have to adjust thier tactics for the int/dex folk having better defenses (until they can find some breathing space and put on chain from slain foes) than they do.</p><p></p><p>2. Have a lot of terrain features the PCs and NPCs can take advantage of. Even if you're stuck without a weapon for the moment, you might be effective by bull rushing a baddie into the pool or whatnot.</p><p></p><p>The fun part of this exercise is that it exercises creativity -- as the party has to use very different tactics from their usual set (particularly if the terrain also messes with their usual mojo) . But overdo it and it could turn into a slog.</p></blockquote><p></p>
[QUOTE="mneme, post: 5173408, member: 59248"] FWIW, I just played in an LFR adventure that deprives the players of their equipment -- and has them go through various fights with partial or inadequate equipment. Variations include (yes, within the same adventure): No equipment: they never actually have to fight this way -- probably a good thing, though one where the characters had to grab equipment in the middle of the fight could be fun. Makeshift equipment: The characters find various objects they can form into makeshift, temporary versions of simple weapons (no armor or shields, though). Inadequate equipment: The characters find a cache of armor and weapons -- including both nonmagical weapons and the magical treasure they're getting out of the adventure (which since it's LFR, includes a reasonable number of magic items, some at level). And it's possible that they could have completely geared up by the end, though it was very much a tradeoff. The adventure worked very well (and yes, the baddies were somewhat understatted from what one would have expected had the characters been fully equipped), and I think one can draw some general lessons from it: 1. It's a lot better to let the characters fight with bad weapons/armor than -no- weapons/armor. So sure, deprive them of armor for the first fight (and understat it a lot), but let them get -something- to wear for the later ones or the heavy armor wielders will be hurting badly. Re weapons, you need to have weapons they can grab, probably even in the first fight (though if those weapons are held by the baddies, that can be ok if the party composition is such that this is a teamwork problem -- the casters kill the first wave of baddies while the weapon folks use pool equipment as makeshift clubs, the weapon folks now have adequiate weapons, but may have to adjust thier tactics for the int/dex folk having better defenses (until they can find some breathing space and put on chain from slain foes) than they do. 2. Have a lot of terrain features the PCs and NPCs can take advantage of. Even if you're stuck without a weapon for the moment, you might be effective by bull rushing a baddie into the pool or whatnot. The fun part of this exercise is that it exercises creativity -- as the party has to use very different tactics from their usual set (particularly if the terrain also messes with their usual mojo) . But overdo it and it could turn into a slog. [/QUOTE]
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unarmed/no equipment rules?
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