Milestones & Advancement Options
This document collects various options to help a GM decide how they want to handle
milestones and advancement in their Pathfinder Fate Accelerated campaign.
The default milestone based advancement described in Fate Accelerated works wonderfully
and allows characters to not just get better but also to adapt to the unfolding
story. Generally speaking, Pathfinder Fate Accelerated assumes that it is being
used as described below. However, some GM's may prefer to do away with it entirely,
or apply some restrictions to it and some options to help with that are provided.
Assumed Milestones and Advancement
Approaches cannot be raised above Superb (+5), as is normal for Fate Accelerated.
Archetypes on the other hand are not capped and can be raised as high as a character
is able to progress.
At minor milestones, Pathfinder Fate Accelerated
doesn't change anything; just use the rules as written in the Fate Accelerated rulebook.
At significant milestones, again nothing is changed.
You may raise an Approach by +1, as normal. You may not raise a Archetype by +1.
At major milestones in addition to the various things
you are already allowed to do, in Pathfinder Fate Accelerated you may also raise
either an Approach or
a Archetype by +1, your choice.
Unlike Approaches you generally cannot switch your Archetypes around after play
starts. A GM might allow you to take a +1 off of a Archetype and put it on a different
Archetype during a milestone if you can make a strong enough case for it, but this
should be an uncommon occurrence...perhaps in conjunction with a change of High
Concept.
Option: Mind the Gap
Note: this option is only applicable to Approaches; it does not apply to Capabilites.
Using the standard advancement options described in the Fate Accelerated rulebook
is generally a safe proposition, but there is nothing by default preventing a player
for putting all of their Approach advancements into one Approach (up to the cap
of +5). Some GM's may prefer to prevent characters from becoming imbalanced due
to this sort of overconcentration of bonuses onto a single Approach; this option
offers a fairly light handed way to do that.
Pathfinder FAE does not force a pyramid style of Approach advancement by default,
but to prevent completely unbalanced characters GM's might consider enforcing some
restrictions to prevent a player from putting all of their +1's in a single Approach
and then attempting to resolve every challenge using that Approach.
For instance, Pathfinder FAE characters start with +2, +1, +1 in Approaches of their
choice. Often a player raises the +2 bonus to a +3 at the first significant milestone
to reenforce the character's specialty, and that's fine. But if the second significant
milestone's raise goes to advance +3 to +4, we end up with a rather awkward character
that has Approaches of +4, +1, +1; the third milestone often further tilts the character
to +5, +1, +1.
One strategy to address this sort of outcome is a modified skill pyramid scheme
referred to as Mind the Gap, which requires
that +1 raises to Approaches gained at milestones be allocated to fill in or close
any gaps between bonus numbers.
The following Approach distributions are provided as examples:
- +2, +1, +1
- there is no gap; the character can advance any Approach by +1
- +3, +1, +1
- the gap is between +1 and +3; the character needs a +2
- +4, +3, +1
- the gap is between +1 and +3; the character needs a +2
- +3, +2, +1
- there is no gap; the character can advance any Approach by +1
- +3, +2, +2
- the gap is between +0 and +2; the character needs a +1 in a new Approach
- +4, +3, +2, +1
- there is no gap; the character can advance any Approach by +1
This allows for some early ramping up but gradually puts the breaks on as bonuses
climb higher up the ladder.
The pattern extrapolates from there. The overall effect is, players can still specialize
their characters and get that early extra +1 on their dominant Approach, but it prevents
characters from getting competely lopsided.
Option: Plot Driven Advancement
A GM might decide to ignore the milestone based advancement of Fate Accelerated
and instead simply allow characters to improve and change as the plot demands. This
might even happen mid-adventure.
The extent of improvements or changes is essentially a ruling by the GM or a negotiation
between the GM and the player on a case by case basis. Maintaining "balance", keeping
things fair, and all other social contract considerations are left to the GM and
their play group to sort out, with no schedule or expectation put forth by the game
system.
The main pro of this option is that it is completely fluid and encourages full contact
non-gamist narrative play. It can be particularly advantageous for high-end reality
bending campaigns where the nature of a "character" is not necessarily static. In
the context of a D & D flavored game, it supports the style of play where the
party "levels up" at specific pre-determined times to "keep them on track" for a
long adventure arc.
The main con of this option is that it can be completely arbitrary and has the potential
to marginalize player agency if the GM isn't careful. On the other hand if the GM
is too permissive or powers up the characters too much it can turn into a "Monty
Haul" sort of campaign. Another con is that some, perhaps even many, players enjoy
looking forward to an advancement progression and it helps fuel their continuing
enjoyment of playing their character; getting rid of a predictable progression can
erode their interest in continued play.