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RPG Superstar 9 Season Dedicated Voter. ***** Venture-Captain, California—Inland Empire 30 posts. No reviews. No lists. No wishlists. 32 Organized Play characters. 1 alias.


The Exchange 4/5 Venture-Captain, California—Inland Empire

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The Inland Empire PFS group in Southern California will be participating in Extra Life this year. We were hoping to raffle-off some boons to raise more money for charity. Anyone who has moved on to PF 2nd edition and no longer has a use for 1st edition boons, we would greatly welcome any donations for the raffle. You can contact me directly, and we'll arrange how best to transfer the boons.

Thank you in advance for your help in supporting Extra Life.

~Steven

The Exchange

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James Jacobs wrote:
Kthulhu wrote:

"Go into the Abyss and defeat the demon lord"

Done pretty well in Savage Tide...an AP written for 1-20. No need for "mythic".

"Face off against the ten-thousand-strong orc army with only you and your three friends,"
By the time you're 20th level, this should be fairly easy. Don't need for "mythic".

"Create a new world for your followers to live on and then defend it from horrific things that want to destroy it"
Aside from the creating a new world bit, that's what the characters have likely been doing since they got into the teens.

"Go to the outer planes and work directly for the deities themselves"
You can do this well before 20th level.

"Take the test of the Starstone to become a demigod"
If you can take it drunk and still pass, I don't see being "mythic" being an absolute requirement.

Those are all correct observations, but you completely missed my point, which was until I know if we're doing Mythic rules, I don't want to "use up" those stories, since while you obviously CAN do them with 1st to 20th level, they're also obvious stories to tell with Mythic rules.

It's not the lack of Mythic rules that makes me hesitant to detail those adventures at all.

It's not knowing IF we're going to do the rules.

I am curious what your take is on this issue now that Mythic Adventures (2013) and Mythic Origins (2013) have been released.

Last year at GenCon (2016), I spoke with John Compton specifically about expanding PFS to level 20 content, and he seemed very hesitant to go even that high. However, it does seem in light of new retirement arcs such as All for Immortality that the max level in PFS is indeed increasing, yet slowly.

Any new thoughts?

EDIT: I originally found this thread in a search for "Yog-Sothoth." I readily admit that I jumped immediately to PFS, which is informed by Pathfinder RPG. I suppose to make my question more Pathfinder general, I'll just ask: What do you see as far as deity-player interaction in Pathfinder canon now that Mythic books have been released?

The Exchange 4/5 Venture-Captain, California—Inland Empire

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Pahlok wrote:

Want: Undine

I don't have anything to trade, unfortunately, but I really want an Undine boon. :( I don't have any opportunities to receive boons where I live, and the one time I did GM at a con, Brock didn't give any boons to the VC.

PM Sent.

The Exchange

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Looking at the Additional Resources for PFS, none of the inhaled poisons are legal for play (at least the ones from UE). The ninja's poison bomb ability requires inhaled poisons.

So...? Am I missing something? Are there a ton of inhaled poisons from a different source I'm just not aware of?

Thanks.

The Exchange 4/5 Venture-Captain, California—Inland Empire

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Quick background: I currently have a level 6 alchemist of my own (I pretty much only play at conventions) as well as a level 2 dummy from GMing for a group of friends. This group has not really played together very much, but all of them are RPG veterans and have played multiple systems. I wouldn't say they are power gaming monkeys, but they do make effective characters. They are all new to Pathfinder though they have experience with D&D. I am running a CORE campaign, and this is a list of the sessions we have done so far:

1) Master of the Fallen Fortress
2) First Steps Part I: In Service to Lore
3) The Confirmation
4) The Devil We Know Part I: Shipyard Rats

Tomorrow's game:
5) The Devil We Know Part II: Cassomir's Locker

Keep in mind that there are only four PCs: a ranger; a rogue; a cleric and a wizard. They use solid tactics and built good, effective characters. That being said, they have utterly facerolled through every adventure. Only in 2-3 fights has one character fell unconscious, and I think one of those times two characters were down. I understand that the adventure content should not be altered at all, so I feel pretty powerless as far as posing a credible challenge to the group. I don't want every single encounter to be death-defying obviously, but I also don't think they should be ROFLstomping every one either.

Any suggestions? Is there anything I can actually do to increase the suspense or thrill of the game in terms of danger, or are all PFS scenarios this easy? Again, I've only really played 15 scenarios so far on my Alchemist, and the only difficult ones were when we played up a tier (save one--Silver Mount Collection but that was largely due to party dysfunction).

I'd appreciate any feedback.