Pacing.json 2.5 KB

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  3. "Chapter 3: Subsystems",
  4. "Infiltration",
  5. "Building an Infiltration",
  6. "Obstacles"
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  12. "markdown": "<title level=\"1\" right=\"Rules\">[Pacing](/Rules.aspx?ID=1226)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
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  15. "label": "Sample Obstacles",
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  19. "label": "Obstacles in Play",
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  22. "rarity": "common",
  23. "release_date": "2020-02-26",
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  25. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration / Obstacles\r\n</additional-info>",
  26. "source": [
  27. "Gamemastery Guide"
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  30. "Gamemastery Guide pg. 161"
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  33. "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>",
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  35. "text": " Pacing Source Gamemastery Guide pg. 161 The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for. ",
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