samuelm
Knight of The New Order
Posts: 133
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Post by samuelm on Aug 13, 2013 8:25:25 GMT
So in my last session we ran into a few issues concerning how much experience points we deserved because of our more unorthodox methods of dealing with the encounters. (yelling at people and beating them with our fists)
I propose that any enemy you overcome through intimidation should only yield 50% of their normal value in experience. Those who are overcome through the use of bluff or diplomacy should only yield 75% of their normal values since doing either of those things is slightly harder than intimidation but can also accomplish more (you might just meet a new friend!). Lastly, I think that enemies who are captured should be worth their full value in experience points.
If anyone has any other alternative methods to overcoming encounters they'd like to share or any objections with the numbers I've already presented, just post a reply and we can work something out.
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Aug 13, 2013 8:35:22 GMT
I like this system. Agreed.
Also while we're on the subject, I'd like to bring up an issue with race building that the Ismarkians ran into. Obviously things should be normal if you make your 10 rp race with standard traits, but if someone uses advanced traits I'd say they should only get 50% experience, and as it was already proposed monstrous traits only get 25% experience.
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Post by Deleted on Aug 13, 2013 13:01:21 GMT
My only worry with that is someone creating a very powerful monstrous race and at least in this early stage of the game having an overly large advantage, though yes as this game progresses they will fall off
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Post by Effigy on Aug 13, 2013 14:12:50 GMT
Doesn't diplomacy have same DC as intimidation?
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Post by SigniferLux on Aug 13, 2013 16:22:35 GMT
I will totally dissagree. Giving a reduced experience rate to players for roleplaying their way out of things is just calling for "if i beat him down, i will get extra xp". Before you say "combat is harder" you know very well that people can judge from descriptions whether they can actually beat something or not, unless the GM is fealing like trolling today.
Also, from combat, players most likely gain loot too. Which cannot be overseen lightly.
My suggestion is that solving a quest with social skills, and only when the player tried to solve them that way AND rolled more than 3 rolls, then a 10%-20% bonus xp is awarded, effectively telling the player "is it going to be some extra xp or the loot".
And these discussions are the reason i don't like social skills in a game, be it pnp game or video game.
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samuelm
Knight of The New Order
Posts: 133
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Post by samuelm on Aug 13, 2013 17:32:10 GMT
To cloud: Yes, both skills work similarly but intimidate can affect multiple targets because all you have to do is beat a passive DC.
To sentar: There haven't been any monstrous races, and if some people start making them later on I'm sure that by that time there will be PCs that are level 5 or 6 capable of taking them on.
To signiferlux: I like where your going with this. You see, last session we tried to intimidate our enemies before initiating them because we are non-violent (generally speaking of course). The problem is, sometimes a player can only chose one course of action because of their character's alignment or for other reasons. I like your proposition because it attempts to balance the reward between the two methods which will not penalize anyone for role playing they're character properly. I will accept your proposal and add that if anyone acts drastically out of character (good characters attacking without an attempt at peaceful diplomacy first, lawful characters using poison or barbarians trying to talk there way out of a fight) they're should be a 25% deduction on the amount of experience earned as well as the regular penalties for infringing on your alignment (loss of special abilities and such).
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Post by Aegis Gram on Aug 13, 2013 19:25:22 GMT
yea i like the sound of that Signiferlux
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Post by Deleted on Aug 14, 2013 8:26:01 GMT
As a DM for pathfinder, regardless how a party deals with an encounter/opponent they should get full XP. If they do so cleverly or in an unexpected way; reason for some a little extra reward.
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Aug 14, 2013 8:42:10 GMT
Right but we were more referring to "Do a single DC 13 or so check, 99% of the enemies run off screen"
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Post by Deleted on Aug 14, 2013 8:54:29 GMT
I see. Well with a DC that low; the creatures CR shouldnt be high and not worth much XP divided among the party. As for running off the screen, why wouldnt they return later? Too many variables really to consider as I think about it from a GM perspective.
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Aug 14, 2013 8:55:44 GMT
Well it's an intimidate AC of sorts equal to 10+Wisdom Mod+Hit Dice
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Aug 14, 2013 8:57:32 GMT
The only thing is that for some reason we're going by a house-rule I guess where you can intimidate everyone within 30 ft. Whereas standard rules are intimidate a single person. If it was that I could kind of understand. But no it's been a matter of "Use intimidate, entire mob of enemies just runs off, victory"
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Post by Deleted on Aug 14, 2013 9:00:04 GMT
Yea. You could base it off the DC somehow. just a quick example. DC above 25 full xp; dc 20-24 90%, dc 15-19 70%, below 14 50%
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Post by Deleted on Aug 14, 2013 9:00:55 GMT
oh a house rule...isnt there a feat to do that?
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Aug 14, 2013 9:04:12 GMT
I don't even know @__@ I haven't looked into it and nobody's told me how it's done. All I know is the DC and that it's intimidate and affects everyone within 30ft.
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