Oozes also tend to be easy to hit. What you hit them with tends to make a huge difference in what happens, but hitting and even getting crits on them at low levels shouldn't be too difficult.
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Fromper wrote:
I'm glad this was brought up. It caused me some confusion as well. There should be some clarification on this.
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Character Creation wrote:
There are actually two methods to generate PFS character ability scores detailed on page 20 of the Core Rulebook. For the sake of new players reading for the first time, you may want to clarify that PFS does not use the alternative method.
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I downloaded the pdf the same day that it hit my inbox, and reveled in your story the rest of that evening. It was glorious. You should seriously author more adventures.
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Of course all the comments in this thread are speculative without at least the information of what typical DCs are for each level. I'm personally excited about a tiered proficiency system that unlocks greater abilities and feat options the more proficient you are.
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Joey Virtue wrote: Im sure the Sac Society Group is still recovering from ConQuest. I was looking at the site and it hasnt been updated, still looking for some society games starting in June cause I move to Loomis in May (looking to find a game group for weekly or bi weekly gaming) Hey Joey, I'm working on updating pathfinderfan.com with some pretty big changes, so until I get the changes up and running, I've been updating the warhorn site on a weekly basis instead of the two months or so that I usually post at one time.
Have Fun!
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Following is my understanding of the issues that were brought up in the podcast. MBM are trying to address a fundamental problem with the way that wealth has been distributed to characters in PFS to date. The system that we currently use was designed under the assumption that although there are high and low tiers of wealth distributed in each scenario, the amount of wealth for a character would average out because the expectation was that characters will play in both high and low tiers over the course of their adventuring careers in about even amounts. There would, of course, be occasional outliers that had too much or too little wealth for their level, but as a whole, PFS characters would maintain wealth somewhat comparable to the Character Wealth By Level chart in the Core Rulebook. The fundamental flaw in the system is that players have too much of a choice as to whether they get more wealth. Players can far too often choose to play up (at greater risk), which causes the following problems:
As the VC of an area where PFS is booming (yay!) I am responsible for organizing lots of games, and dealing with player complaints. I've run and played tons of scenarios. The experiences I've had in the past year support the assertions above that MBM were making. These are real, valid issues. My opinion is that the changes they suggested in the podcast are elegant and effective. The solution they gave addresses the fundamental problem, which helps to solve all of the problems listed above, without the need for a new tracking system. I've been following this thread most of the evening, and the only other viable option that I saw was the use of a chart like the Character Wealth by Level table to enforce wealth limits. While that would solve the problem as well, it requires additional tracking to be added to an already complex system. Also, as a player I don't like the idea of having to wait until I gain a level before gaining more gold (that's a minor quirk, but that's my opinion). Most of the rest of the thread seems obsessed with options that don't fix the primary flaw. Remember, the problem isn't one of trying to get less powerful characters even with their overpowered buddies, the issue is trying to stop characters from becoming overpowered in the first place. Even if I'm misunderstanding how offering more XP (and PP?) is supposedly helping to keep characters from becoming overpowered, it is still the antithesis of the very real problem of pressuring low level characters to play up. As an organizer, I see first hand that characters die way more often than players think they do, and more often than not, it's due to the party choosing to play up. I think that changing the system so that the only reason to play up is because you like the challenge will definitely help solve this problem. Let me go through some other arguments that I've seen in the thread that are, in my opinion, misnomers. 'My character is being 'punished' because of the proposed changes.'
'I take more risk by playing high, so it is only fair that I should get more reward.'
'Having the option of gaining more wealth by playing high is what is balancing the fact that dying is so expensive.'
'Having a pre-gen at the table or having to play one at all is not a viable solution.'
'Organizing games will be more difficult because of these changes.'
Once again, these are just my opinions, but I hope I bring some clarity to the discussion. Edit: Changed spacing to make it more legible.
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For those of you who missed it: Last Saturday one of the local TV stations had a live interview with the convention owner of ConQuest Sacramento. He was so impressed with what we were doing in the PFS room, that he chose to showcase our room in the broadcast.
http://gooddaysacramento.cbslocal.com/video/8748553-the-return-of-the-conqu est/ Have Fun!
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KestlerGunner wrote:
I agree. I am very happy with how everything was presented in such a fun and positive manner. I especially liked it when the news crew asked if it was easy to find someone to help you learn to play if you're a new player. :-)
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Last Saturday one of the local TV stations had a live interview with the convention owner of ConQuest Sacramento. He was so impressed with what we were doing in the PFS room, that he chose to showcase our room in the broadcast.
http://gooddaysacramento.cbslocal.com/video/8748553-the-return-of-the-conqu est/ Have Fun! Brent Holtsberry
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Hey Everyone, It is time for us to start cleaning up the warhorn site for ConQuest Sacramento in preparation for getting the PDFs out to our GMs. On Monday sometime I will be taking a look at the games that we have and removing some that have few or no people signed up for them. We have the GenCon Special, a great gaming schedule, tons of experienced GMs as well as many new faces signed up to play from the local community. Not only do we have all of the Central California and Reno Venture Officers signed up to attend, but Mike Azzalino, Josh Archer, and the infamous Cherry Pie are going to be visiting us on Sunday! And we still have a few exciting surprises up our sleeve that we haven't announced yet. For all of the above reasons, this is going to be an event you don't want to miss. I hating dropping games that people want to play, so please take a moment over the weekend to look at the schedule, and make sure to sign up for any you don't want to disappear! The warhorn site for ConQuest Sacramento can be found here:
The official ConQuest Sacramento site can be found here:
Also, I wanted to announce that I am going to be running a GM 101 and ConQuest Sacramento GM meetup at Mage's Realm on Thursday March 28th at 6 PM. See pathfinderfan.com for more information. As always if you have any questions, don't hesitate to post them to the yahoo groups, or send me an email. :-) Have Fun! Brent
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Michael Azzolino wrote:
I'd pay good money to watch that event. Maybe we can get something set up for Kublacon? My money is on Rand... Oh wait, I guess he's not in this fight due to a technicality... :-)
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Hey Everyone! I just wanted to note that after the midnight deadline passed, I took into account the recommendations that were made from the community (there were only a small handful), made a few modifications to the schedule (I think I only changed four scenarios), and passed the torch onto the team member responsible for getting the schedule set up on the warhorn site in the form of an email to the Cincorate. I hope looking into the process of creating the schedule for Pacificon can help many of you in your future endeavors. Forever Yours, Brent Holtsberry, Cincorate Piddlespot
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Hey Everyone, My name is Brent Holtsberry. I'm in Sacramento trying to get some PFS action going and would like some advice. Recently, Pathfinder Society play in Sacramento has mainly consisted of a few home games and the occasional Meetup game. I'd like to get more public games going, so I've been working with a couple of the stores in the area, and arranged to have a weekly PFS night at each of the stores and a Monthly PFS games day at one of them. There is a new local website to help facilitate communication for the PFS community here, and a Sacramento PFS group that has around 50 members which has been the primary means of communication for PFS play here the past few years. I've gotten the games set up, posted their availability to the yahoo group and website, have a warhorn website people can sign up for the games on, as well as posted them here on Paizo (of course). So now I'm looking for what to do next. There are all kinds of things I could try, to get people to show up for games, and I'm looking to see if organizers from other areas have advice on what worked (and what didn't work) to get people to actually sign up and show up. I don't necessarily expect tons of people to show up just out of the gate, but I'd hate to be in a position six months from now where the GMs still have to run a pre-gen themselves just to have most of the tables make. And of course the long-term goal is the get PFS to consistently grow here over the next few years. So any advice from you organizers out there? Thanks for your help! Brent (Daerthon) |