(no subject)
Jun. 21st, 2020 03:54 amToday I sat down to read the Pathfinder combat rules again, and I think they may have actually gone in this time.
Which is somewhat irrelevant unless/until I can actually play a game, but does give me a better grasp of what character creation options actually do.
I may even understand how many actions make up a round now.
... maybe.
I also looked up some magic item costs and have a better idea of how many gp of item it would take to fix a set of curses from the deck of many things. So again, better idea of how bad they actually are.
Pathfinder assumes a certain amount of magic items will be available to, or created by, the players. That's what the gold is mostly for. Though if using the retraining rules it can also be turned straight into hit points.
Hit points are a really odd abstraction, because they're both how much physical damage you can actually soak, and how much you can minimise when it first happens. So they scale really weirdly. Like, there's only so much actual physical difference between a new or npc character with a single die roll of hit points, and a twentieth level character, with at least twenty. The difference isnt part of getting gigantic muscles or however Constitution would actually manifest. It's just getting better at not dying.
It's very Pratchett barbarians, or rather, Pratchett barbarians must have been informed by the same idea. Get older, get more clues on how not to die yet.
It's just all the same number as actually being hit.
Seems like an improved dodge would be more like. But then you wiuld get some very frustrating fights, instead of just long or explosive ones.
I still like Golarion as a setting that really needs the world saved every Wednesday, but I still would prefer to be saving it by setting up orphanages and schools and fellowship halls with regular community meal times. Rules arent really optimised for telling that story. You can run it with downtime rules, but they assume you'll be adventuring for cash between downtimes.
Oh well.
Still have lots of interesting to read.
Which is somewhat irrelevant unless/until I can actually play a game, but does give me a better grasp of what character creation options actually do.
I may even understand how many actions make up a round now.
... maybe.
I also looked up some magic item costs and have a better idea of how many gp of item it would take to fix a set of curses from the deck of many things. So again, better idea of how bad they actually are.
Pathfinder assumes a certain amount of magic items will be available to, or created by, the players. That's what the gold is mostly for. Though if using the retraining rules it can also be turned straight into hit points.
Hit points are a really odd abstraction, because they're both how much physical damage you can actually soak, and how much you can minimise when it first happens. So they scale really weirdly. Like, there's only so much actual physical difference between a new or npc character with a single die roll of hit points, and a twentieth level character, with at least twenty. The difference isnt part of getting gigantic muscles or however Constitution would actually manifest. It's just getting better at not dying.
It's very Pratchett barbarians, or rather, Pratchett barbarians must have been informed by the same idea. Get older, get more clues on how not to die yet.
It's just all the same number as actually being hit.
Seems like an improved dodge would be more like. But then you wiuld get some very frustrating fights, instead of just long or explosive ones.
I still like Golarion as a setting that really needs the world saved every Wednesday, but I still would prefer to be saving it by setting up orphanages and schools and fellowship halls with regular community meal times. Rules arent really optimised for telling that story. You can run it with downtime rules, but they assume you'll be adventuring for cash between downtimes.
Oh well.
Still have lots of interesting to read.