Other than Combat


Homebrew and House Rules


Combat is a non issue for this segment, so with that in mind: If this is a game about character development, social interaction, and exploration; then how is it about that? What incentives and reward structures support that? Thus is the thesis.

the meat:
Character Development

What does it take to develop a character?

-Background
-Beliefs about the world and Bonds with other characters
-Instincts
-Traits

How can we incentivize and reward this behavior?

-Background:
-Skill bonuses
-Proficiencies
-Access to resources like communities and organizations and NPCs

-Beliefs/Bonds
-XP for honoring them even/especially when it's inconvenient
-Access to resources like favors and faction standing

-Instincts: Reward for changing the dynamics of an encounter based on instincts?

-Traits: Mechanical benefits that can have both positive and negative impacts on certain tasks

Social interaction

(?) combat equivalent XP, resources, favor/faction standing or a combination of all the above

Exploration

What are the elements of exploration?

-Trailblazing: clearing a location
-Discovery: thoroughly searching and gaining lore or finding secrets
-Gathering (?): securing natural resources
-Exploitation: traps and hazards or colorful use of location specific features

How can we incentivize and reward this behavior?

-Trailblazing:
-XP bonus separate from the combat required to accomplish the task
-Mechanical bonuses related to the area
-Bonuses on some skill checks
-Fast/safe travel benefits
-Monetary (cash or discounts) or prestige awards
-Increased “in town” resources

-Discovery
-Hidden treasure
-Secret lore (blackmail or plot points?) that can have a greater impact on the campaign or world around you
-Faction standing

-Gathering
-Investment opportunities and the rewards that come with them
-Money/ discounts
-Favor/ faction standing
-Unique social interactions
-Monster hunter style field crafting opportunities (?)

-Exploitation: Pretty much either XP or adjusted encounters


One thing that stands out is that Discovery (and rewards) can apply to social interactions.


Do you intend to remove combat? If so I usually remove the XP.

Trailblazing could offer lore (nothing hidden but fun/interesting facts about the area), unique items (they dont need to be magic, you pick up a bizare pet) or housing (some players might want to establish a base).
Discovery could offer fast travel: Portals, secret routes, mechanical teleportation devices.
Exploitation: Whatever your players are expecting to exploit :p


No, combat is fine. It's the other pilars that don't get the same system support that combat does.

Trailblazing is more about putting items on a map and overall securing a location. What you detailed would be more of a discovery aspect.

What would be a good xp ratio? Maybe a CR average?


There are great systems that do great things but seem to lack in one or more of these areas. The intent of the subsystems listed below is to detail and mechanize a way to implement them into a system that is lacking.

Systems, such as: BUrning Wheel, Dungeon World, and Fate Excellerated do many of these things above and below well, but the concepts are to tied in with specific game mechanics to be universally interchangeable.

Social Incentive:
Faction Standing

Standing is tracked in positive and negative numbers separately for each faction. This number can be used as a form of social currency and favor. Every multiple of 5 in either direction bestows a passive boon or an opportunity for a unique role playing event. Points can be applied to smaller favors or mission related boons.

Players gain notoriety points by accepting missions for different factions. There may be special objectives that can grant additional points to the quest giving faction or another faction(?). Missions that are directly against another faction will net you negative points. Particularly outstanding cruelty or mercy may affect the total number of points accrued during that mission.

Standing Benefits:
Faction Standing Benefits

Low tier (1-4) positive
Advantage on checks
Access to personal resources or wealth point
Request backup or specific faction turn
Negative
Disadvantage on checks
Minor harassment (burglary, small sabotage efforts, negative persuasion with area)
Special
Job offers (asset or limited recruitment)

Mid tier (4-7)
positive
Low lvl safe house
Access to personal “stacked” wealth points
Request a hit
Secret info
Personal guard
Negative
Possible hit squad
Asset targeting
Refusal to do business
Special
Double agent recruitment
Bribes

Upper tier (7-10)
positive
Access to faction level wealth point
Audience with rival faction
Oversee expansion and multiple assets
Negative
Open hostility (?)
Special
Recruited into alliance

There are some terms that are linked to a completely separate faction building sub system, but I hope the idea translates. Seeing how faction Standing and rewards factor in, it should incorporate with exploration and character/ world development rewards.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Other than Combat All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules