I have always liked the original description for HP advancement. It showed the players exp for taking damage. Learning to turn or flinch at the right time so the stab only grazed or atleast missed vitals. Plus learning to push through minor wounds that would debilitate someone who has never been hit before. And I don't remember where but in many systems I have found caveats to the rules that state just because the dice show you can fall 2000 feet and survive some times common sense needs to prevail
@Scythia
As a long time rpg player who is new to PFS I appreciate this list but have to admit to not being entirely sold on it yet.
Well Someone let the game designers know that all the games we have been playing for decades are full of useless fluff. Like magical enhancements to have weapons return or quivers re fill, not to mention all those useless bags of holding. And no reason to put towns or markets in the game. Just throw some gold over your shoulder and poof everything you want is right there
I have to disagree. Tracking spell components would be the equivalent of tracking the amount of resources available to craft arrows.
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