I've found myself DMing a PathFinder 2 game and have a little problem.
It's possible that the PCs will be acquiring a home base that's a fixer upper. This is screaming for a home base improvement mechanic, but I can't find one. Starfinder has it. Savage Worlds has it. PF2 doesn't seem to have it? Unless I'm an idiot and missed it.
Google says Ages of Ashes has rules for base building, but I've not read those books. If it is please let me know.
Idk anything about this guy's channel, but this video popped up in my recommended videos, and the title + thumbnail had me intrigued. The book got my noggin joggin, so I figured someone else here might want to give it a look too.
He mostly reviews OSR stuff, and even though he cuts them a lot of slack, he will criticise on occasion which is nice. His videos on Barrowmaze and Highfell are great, and his video on the book based multiplayer FPS is fascinating.
His RPG Knave is also quite good as a Bx compatible game without all the fiddly bits that come with classic DnD. At very least, the rules have elements that are very stealable, like the slot based inventory or breaking weapons for double damage. Though I've never got that game to the table.
What has people's experience been of running (or playing in) race style adventures.
I had some success with it. Though I suspect players knew I was fudging the numbers.
Basically, I operate it like timers in OSR games. The PCs have a time limit, and if spend too long doing something, I advance the timer. If the players fail a vital roll, they get to try again but lose time. etc. There's no hard and fast rule about what uses time. One trick I used that was a happy accident of convince was I kept a tally of time in the open, (I didn't tell my players what it was until they asked) but since only I knew the deadline, I could fudge it as much as I wanted.
Entire adventures could be done with a single roll, and vice versa.
The key thing is that things should happen somewhat logically. If the PCs lose a lot of time, they arrive at the scene and rivals are there. Save a lot of time, and they have no resistance ...until they leave and the bad guys are just arriving. In that case, maybe the PCs have a better defensive position.
The main point is to have choices that dictate the amount of time used. One game I never got to run had branching paths, with a fast but dangerous one, vs a slow but safer one. But it can be as simple as a locked door. Do they find the key (slow), kick it down (fast), or pick the lock (roll dependent).
Another trick is to have multiple things that they're racing for. eg. You need three of five keys to open a vault. This way the PCs aren't screwed if they lose a leg of the race or feel they're unstoppable once they have one key. They can even decide to cut their losses and gain a head start on the next leg if they fall really far behind.
One of my best sources for this might surprise, but there's a Choose Your Own Adventure book about a rally race. It's all choices like that. There was also some old card game a friend had that was a death race style game. I forget the name though.
If it matters. I did it with an Uncharted style adventure were various groups were racing to get some hidden treasure first. Another was an Eberron campaign where various groups were trying to get a warforge titan.