Coerce in Exploration Mode (?)


Advice


I'm trying to conceptualize how the Coerce action would work in Exploration mode.

Cooerce requires spending at least 1 minute in conversation with a single target. At the end of that conversation, you make your check.

So, imagine that a party is walking around town and a character is using Coerce as an Exploration action. Is the character spending a minute bullying every person they come across? So, in a busy market they spend all afternoon just intimidating everyone present?

Mechanically, how would this work? As a GM, would you have the character make checks against notable NPC's only? Would you have him check each group of similar people?

I'm just not sure how this skill is intended to be used in Exploration Mode as it seems clunky. I have the same questions with Make an Impression.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It is an action that is generally used when you are in exploration mode, not measuring your conversation in 6 second rounds. It is not an exploration tactic that is used constantly while travelling.


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No, you aren't meant to Coerce people all day like you can Gather Information or use Downtime activities. It's meant to be used on specific NPCs to achieve a desired effect. It's only an exploration activity in that it takes too long to be used in encounter mode, with two exceptions. The Quick Coercion feat and using a "social encounter."


Okay, so that makes sense that since the rules account for 1) Encounters, 2) Exploration, 3) Downtime then they have put these kinds of actions into the Exploration phase.

That begs a follow-up question from me then. I'm assuming that while not stated directly in the rules (at least not that I can find), you are limited to selecting one "exploration tactic" to be using.

Which of the skills listed in the Exploration side-bar are appropriate to do *while travelling*, or, in other words, as an "exploration tactic"? Also, which ones would trigger a half speed penalty.

Here's my guess but would love to know if there is an official FAQ somewhere.

Skill Exploration Tactics (full speed):
Impersonate, Sense Direction

Skill Exploration Tactics (half speed):
Borrow Spell, Cover Tracks, Gather Information, Track, Treat Wounds

Skills *not* allowed while travelling:
Coerce, Decipher Writing, Identify Alchemy, Identify Magic, Learn Spell, Make Impression, Repair, Squeeze

Thoughts?

Sovereign Court

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Exploration tactics are basically a specific set of Exploration activities.

Exploration activities are things that take more than a few seconds to do, that you do outside of combat but not sooo slow that you only do them in downtime. Things that are measured in minutes are typically exploration activities.

Exploration tactics are things that you are continually doing while moving. So for example continually scanning for magic while moving, to make sure you don't accidentally walk into a magical field.


Thanks! That makes sense. But are "exploration tactics" defined anywhere?

For example, I'm pretty sure "Track" and "Gather Information" are exploration tactics that you could do on the move. Other things, like "Coerce" and "Repair" are not things you could do while travelling.


What you're thinking of are called Exploration Activities. https://2e.aonprd.com/Rules.aspx?ID=471

I'm not sure why Affix a Talisman is on the list linked on that page when it doesn't seem you can use it while traveling, but I guess they had nowhere else to put it. The rules on Exploration Mode in general ( https://2e.aonprd.com/Rules.aspx?ID=469 ) also list a few skill activities you can use while traveling, such as Cover Tracks — if it says "while moving at half speed"' or something similar, you can use it while traveling. Whether other types of activities can be used while traveling are up to the GM, but are usually obvious judging by the description.


Captain Punka wrote:

Thanks! That makes sense. But are "exploration tactics" defined anywhere?

For example, I'm pretty sure "Track" and "Gather Information" are exploration tactics that you could do on the move. Other things, like "Coerce" and "Repair" are not things you could do while travelling.

I am not home to double check, but I'm pretty sure the official GM screen has a handy list alongside a bunch of other great references. I can't recommend it enough.


Upon further reading, I humbly suggest that the rules do *not* distinguish between "exploration tactics" and "exploration activities". As evidence p. 479 and 496 of Core references things like "Avoid Notice" and "Hustle" as "exploration activities" (not tactics). The rules further elaborate certain skills that can be used as exploration activities.

Additionally, the rules for Fatigued condition (p. 620) reference not being able to select an exploration activity.

Again, I may be overlooking something, but nowhere do I see specific rules restricting characters to just one exploration activity, which skills can be done while travelling, etc. Maybe this is intentionally left vague and open to GM adjudication or maybe it'll be in a GM guide?

Sovereign Court

Captain Punka wrote:

Thanks! That makes sense. But are "exploration tactics" defined anywhere?

For example, I'm pretty sure "Track" and "Gather Information" are exploration tactics that you could do on the move. Other things, like "Coerce" and "Repair" are not things you could do while travelling.

The activities listed on page 479-480 are the common exploration tactics. These are the main exploration activities that you would undertake while on the move.

Tracking, and covering tracks, as listed under the Survival skill, are also basically exploration tactics, but they're not on page 479-480; I guess because they didn't want to list the same information twice.

On the whole, exploration tactics seem somewhat under-developed and certainly under-explained. The upcoming Gamemastery Guide is supposed to contain more material on the subject. Until then, I find myself forced to treat those rules as being somewhat unfinished.


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Yeah its left open to allow GMs and Players to be creative.

For example the players are a decent level and are travelling through mines known to be overrun with kobolds. The fights would be quite easy, but still they don't want to use up resources if they don't want to. My player states they want to use Coerce as a tactic. He is loud and brash, he shows of his muscular ability constantly by shoving mine carts out of the way and shattering objects, he shouts loudly with bravado speaking of his previous conquests and how he is spoiling for a fight.

He rolls well and manages to convince several of these would be trivial encounters to back off.


Pathfinder Roleplaying Game Charter Superscriber
Malk_Content wrote:

Yeah its left open to allow GMs and Players to be creative.

For example the players are a decent level and are travelling through mines known to be overrun with kobolds. The fights would be quite easy, but still they don't want to use up resources if they don't want to. My player states they want to use Coerce as a tactic. He is loud and brash, he shows of his muscular ability constantly by shoving mine carts out of the way and shattering objects, he shouts loudly with bravado speaking of his previous conquests and how he is spoiling for a fight.

He rolls well and manages to convince several of these would be trivial encounters to back off.

Good example!

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