How to adapt Don't Strave Together into PF2e?


Conversions


Any ideas at all?


automatic bonus progression

crafting needs a higher then average focus

some basic survival stuff

keeping precisely track of recoureces, especially food and water

and a sh!tload of custom monsters

Shadow Lodge

Pathfinder Adventure Path Subscriber

I was thinking of doing this at one point.

I'd make it a Hexploration adventure, where Treasure is more resources than money.

One character may have to Subsist for the group until they can set up a base. Once they make a Farm/Kitchenware, then they can make finished meals. There are already examples of Alchemy Food.

Since you don't gain levels in DST, I'd suggest Proficiency Without Level. Weapons breaking also doesn't work well in PF2, so you could go to APB and have magic weapons just be better ones, in a Spear>Spike>Dark Sword>Thulecite Club sort of thing.

I did try to stat out the Deerclops & Moose/Goose in PF1, and have been meaning to try again in the latest edition.

As for what to do, explore the place? Find specific objects? Stick the key in the gate and the heart in the fossil, fight the resulting boss fight, then jump through the gate?

I'd like to try setting this up, and running it for people who've never played DST.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

You could try doing an E6 type game where there's a low level cap, and additional experience unlocks more skill increases and skill feats instead.

I like the hex crawl idea.

Liberty's Edge

It's an interesting idea for sure, I think shooting for a lower-level game is indeed a good idea too. The trickiest part of this would be breaking up the gameplay flow to rely on advancement via crafting because, well, that's basically the ENTIRE gameplay loop of DST.

You'll need to identify the critical workshops, items, equipment, farms, food, tools, and weapons as well as provide INSANELY fast (I'm talking 3 Actions even in combat maximum) Crafting time and probably automatic Crafting checks that eschew needing to roll to Craft something.

You'd need to ensure that gathering materials is similarly near instant and couple that with some type of mystical "hammerspace" to store what would amount to hundreds if not thousands of Bulk in items to be carried on your person and in your backpack and you'll be off to a good start.

Discovering new Crafting Formulas should happen gradually over time as the party builds up more and more lower-tier stuff which can be improved upon and combined into more complex things.

Lastly, the game should probably heavily encourage tactical retreat and the areas that can be explored should take place on a pre-generated map you probably just pull from DST directly by rolling up a seed and exporting the map (or just simply taking heavy inspiration from it).

Shadow Lodge

Pathfinder Adventure Path Subscriber

Metrics, I think it'd be better to recreate Don't Starve in Pathfinder, rather than attempt to emulate it exactly.

Instead of giving weapons and armor HP & Hardnes like shields, maybe have Minor Downtime actions, that you can do two or three of at once, and have Maintain Gear be one of them. Building new weapons, fixing Umbrella Hats, and the like.

Similarly, your first Spider/Beefalo hunt should be a group encounter; later, once you've levelled up enough, it can be a solo encounter; then later, it can be a Minor Downtime Action, getting you Food & Clothes Resources based on your Proficiency.

Sorta like how that first fight with a Tallbird is life-threatening if you just have a spear & grass armor, but once you have weapons & armor made from Nightmare Fuel, you may have more food than you can possibly eat.

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