Was in a PFS game last night and GM said you had to see the area that you are wanting to D. Door to. The spells says visualize or know the direction. If I wanted to move to a room within range that we were just in should I be able to use the spell to get there, even if I couldn't see it?
I didn't argue the point but did want to double check my knowledge for our next game.
I've read through many of these posts but not all.
How about first limiting the games to a 5 level range.
If you play down you get the lower gold. If you play up you get 1/2 the extra gold.
So if your playing a 3rd level character, your GM looks at the loot for level three at the end of the adventure. lets say its a 1000 gold.
your playing up, and the amount listed for 4th level is 1300. In that case you would get 1150. The players get a more hair raising adventure and extra gold they will need for expendables.
The designer in this case should design the session for 6 players at level 2 for the lower tier and 6 players at level 4 for the higher tier. In this example the 5th level character could only play the top tier and the first level can only play the lower tier. Characters 2 - 4 could play either based on the group's needs. If the group is right in the middle, have a silent vote counted by the GM, if any plays object, the group plays down.
I've heard that in some session 4 games the adventure is modified if there are only 4 players. For example for Boss fight only has two
The above example will make paperwork at the end of the session go very quickly. It would give players a strong framework for playing up or down with some, but not an overpowering reason to play up.
Another idea I like is getting access to an item that is special with every session. An item that at least 1/2 the time can be used by most characters.
Its a big let down going trough a great adventure and getting 500 gold and access to a +1 cloak that you can buy anyway....
Perhaps PFS could allow a 5% discount on items on your sheets, it would still make that +1 cloak a little better!
That way gold inflation is kept in check and we still get to go back and look at our old sheets from time to time and go shopping with a small discount.
I like the silent vote method with a little input from the GM.
Then take a silent vote and go from there.
Players can get far further behind if they die playing up. Gold or prestige cost is very expensive, especially in the mid character levels.
(and a character ender at lower levels of course.)
I've seen it mixed about 50/50 on challenge vs. greed on why folks play up.
Was about to spend 30k on Orange Ioun Stone that says it adds plus one castor level. Our GM felt that it only adds one level to your castor level, for spells being cast. For example a 9th level wizard now does 10 dice of damage.
So before spending my gold he said bring it to the message board.
My thought is that the stone would allow that same 9th level wizard to memorize the extra spells that a 10th level wizard could cast vs. a 9th.
Which way should we go?