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Darius Silverbolt's page
Pathfinder Adventure Path Charter Subscriber; Tales Subscriber.    Venture-Captain, Virginia—Hampton Roads. 410 posts (426 including aliases). 5 reviews. No lists. No wishlists. 11 Pathfinder Society characters. 1 alias.
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Bob Jonquet wrote: Alexander_Damocles wrote: Agreed. I don't want my side of the argument to win, I want PFS to win. If you're not trying to win the forums, why post ;-) Because these boards need more rats bearing wisdom...
I used to play PFS, but then I took an arrow in the knee.

Kyle Baird wrote: Here's another thought: Even if I *do* have access to the book, if I haven't prepared to run a Magus NPC, I'm not going to be able run it well on the spot*. IMO, w/ or w/o the rules reprinted in the scenario it's not going to be a good experience for the players if the GM isn't prepared.
*unless I've built my own PC similar to the NPC.
This is a very good point, and one to take heed of, Mark. If a GM doesn't want to take the time to prepare, no amount of "requirements" will make him any better at it. Allow the PRD as "core assumption" for GM's use, assuming they purchased the module the rules are used in. Those of us who are good at what we do are already doing that. Linking stuff in the PDFs of the modules merely makes that prep-work easier.
To address something else you hinted at: if I'm running a module on-the-fly (unread, cold, whatever you want to call it), owning the books doesn't make it any easier. I'm either good at it or I'm not. If I'm good at it, I likely know any of the rules you can throw at me. If I'm not good at it, I shouldn't be doing it, but that's a discussion for a different thread.
Another reason I want the APG added as a GM Core Assumption is then the scenario authors can use the material without it digging into their word count. If it's not a Core Assumption, and the author wants to add an Oracle, they need to include all the relevant rules in the scenario, which cuts into their word count. Basically, with the APG, we are doubling the amount of material available to scenario authors.
Bob Jonquet wrote: Careful, for some people, the combat is at least part of, if not the primary part of their fun. I've said it before and I'll say it again:
Some people like "hard mode". Some people like "easy mode". You can't please everyone.

As a VC and GM that sees a lot of characters, play styles, etc. I want to ask all the players in our community to, please, be careful when building characters. Many of the game mechanics lend themselves to being used to "break" a character such that it makes it equivalent to a CR much higher than their level would indicate. Within the guidelines of PFS, GM's are not empowered to make significant changes to the scenarios. If you are much more powerful than the challenge, it is not fun for the other players at the table, nor the GM, and might even rob you of an otherwise fun game experience.
Yes, there are players out there that like to read the walk through books with spoilers or to play games with the "god" code turned on, and they are entitled to have fun as well. But understand that is not the truth for the majority of players. Please have some compassion for the entirety of the community and build characters that are equivalent in skill/power/ability as your companions. That works both ways, as well. Don't build a character that is essentially useless because you think it's "cool."
We are playing in a cooperative environment with players you don't know. If you want to run game-breaking characters, please keep those for your home games where the GM has the ability to tailor the campaign to fit your strengths and weaknesses. If your character can do things that make you say things like, "cr@p look at that damage" or "wow, with that AC, it'll take a nat 20 to hit me all day," or "no one can save against that DC," then perhaps you need to reconsider the build.
I have said this numerous times, and it's message is as important as its ever been, "Just because you can do something, doesn't mean you should."
I would say YMMV, but its not about the "you." Everyone's mileage may vary depending on your choices.

When I first started posting on the Paizo messageboards a Long Time Ago, one of the reasons that really pulled me in to the community was seeing the staff write-ups of their own game experiences. Now I'm returning the favor—enjoy! Also... SPOILERS AHOY!
The Usual Suspects
Not identifying the guilty, unless they choose to step forward. ;)
- 'Tiny' Popolov: Recently from Ustalav, this half-orc ranger's moniker is a misnomer, as he's close to seven feet tall.
- 'Blade' Popolov: Tiny's full-human brother, this rogue loves drinkin' and the ladies.
- Ing Shieldbreaker: Cast out from his Ulfen homeland, this cleric of Gorum has found a reason to stick around the town of Sandpoint.
- Keisos Ambrugal: Running from a past in Cheliax, this half-elf paladin is wondering which god he truly follows.
- Kiorte: A human fighter with a sharp blade and a sturdy shield looking for some extra cash hunting goblins.
- Paza Kifu: Always ready with a spell, this human sorcerer keeps her clawed hands hidden...most of the time.
1 Arodus, 4711 AR: Sandpoint and Brinestump Marsh, Varisia
Bright multicolored lights have been seen over Brinestump Marsh, and after hearing the generous bounty for goblin ears (or the head of Chief Gutwad of the Licktoad tribe) from Sheriff Belor Hemlock, the party decides to team up and head into the swamp. After some advice from Shalelu Andosana, they seek out Walthus Proudstump, the self-proclaimed "warden" of Brinestump. Tiny and Ing discover a trail leading into Brinestump, as well as a smoking, partially burnt goblin body with its head missing. Despite excellent tracking by Tiny, the three-toed tracks by the headless goblin body turns up nothing.
After encountering three giant leeches at a bridge crossing, the party finds the warden's shack, but something very curious is going on. Walthus does not appear to want visitors, which might be normal for a hermit, but there's something distinctly off about him. While Keisos, Ing, and Paza talk with the halfling, Blade decides to scout around back and enter in a window, only to find that he's entered into a literal snake pit. When Keisos, Ing, and Paza see Walthus's features ripple, Keisos grabs the halfling, but "Walthus" changes into a horrible creature with a long, rasping tongue. While Blade fights off the enormous snakes, the party engages "Walthus" in combat. Several snake bites and tongue gouges later, the party defeats "Walthus." Hidden in a nearby room, the real Walthus stumbles out, in bad shape but in good humor. He invites them to all stay overnight in his shack and enjoy a hot meal (it's the least he could do) while he compiles some information on how where the goblins live in Brinestump marsh.
XP earned: 400 each
Enemies encountered: giant leech, swamp viper, faceless stalker
NPCs met: Shalelu Andosana, Walthus Proudstump
Treasure found: cloak of resistance +1 (Kiorte), 3 antitoxin
Quote of the night: "He had his head {censored} off by a demon." —'Blade' Popolov, after finding a headless goblin corpse
Plot Twist: Hidden Asset (Keisos)
Plot Twist Flashback: Phobia (Tiny), Pivotal Moment (Blade)

Bob Jonquet wrote: There have been many threads over the past few years arguing where or not a GM can deviate from the written text of a scenario and how far that deviation can go before it crosses some subjective line.
There have been just as many threads about allowing players to be creative in performing their faction missions despite specific completion conditions/skills being written in the text.
So, I ask, if you are on the side of "run as written," do you require the players to follow the completion criteria as written?
OTOH, if you allow creativity to complete faction missions, do you apply the same rule of creativity to running the scenario?
Just wondering how much hypocrisy exists out there...
Oh Bob...on this and other things (like the PFSGOP), I'm RAI rather than RAW. I will adjust and reward creativity and intelligent/fun play for my playgroup. No doubt.
Of course, I have a set of core tenets that I hold to be paramount, rarely broken.
So, I'll do what is best for my gaming group within the intent of the rules.
The PFSGOP isn't perfect (and neither am I for that matter)...so I understand that local coordinators need flexibility to alter things for their playgroups.
-Pain
I failed at Search-Fu ignore this thread as I posted on the wrong one.
Jiggy wrote: So the ability of someone else to take 10 on the way up does not, I feel, in any way reduce the value of my ability to take 10 in all situations. Letting someone take 10 on the way up would have instead highlighted the value of being able to always take 10, not diminished it. Personally, if I took an ability to do something like 'always be able to take 10 on a skill' and the GM allowed everyone/anyone else to take 10 on the same skill anytime they wanted, even without the ability, id be pretty pissed.
Anyway, this thread is tl;dr.
Also, the answer to this thread is: While table variation is generally looked down upon in PFS, in this regard, I find it to be a neccessary evil. You cannot anticipate every possible action a PC would take or come up with every way in which they might handle the situation. If you dont like how the GM in your game is ruling it, dont play with them.
There you go. I solved it for you, move along.
Chris: Liz...why would you link that? You just made my rage-o-meter start ticking up like a rad meter.
Liz: Because I wanted everybody to rage together! Coworkers who rage together stay together!
Liz: ...Or something.
Crystal: I think a vein in my head just popped.
Cosmo on phone: Sure! We will get a replacement out to you as soon as possible!
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Cosmo on phone: No problem! Have a nice day!
Cosmo to me: Its just so much easier when you are nice to customers.
You always know a call is going to go great when it starts out like this:
phone rings
Megan: Good morning, Paizo Publishing this is Megan how can I help you?
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Megan: We are a Role Playing Game company.
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Megan: We publish books.
sara marie: Hey can someone fix this text? <sends link>
liz: fixing
gary: <sends link to fixed text>
liz: I am beaten to it! The ninja is ninja'ed!
gary: QUICK LIKE ICE CREAM NINJA!
liz: Speaking of ninja, can I get my avatar updated with the shiny new icon Crystal tweaked for me?
gary: doh... that got handed to molasses ninja....
Sara Marie looks at chat transcript to see what was censored.
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Sara Marie wishes she hadn't looked.
Chris: Sara gets more favorites than I do. /sigh
I can't help but wonder,
If the proposed rules had been the original rules would there still have been this upset over a system?
People whined and were given sanctioned modules yayyyyy
Paizo now has several different rules set for ONE game
Paizo makes change to streamline things and make it easier in the long run
People whine because their toy is being taken away
Paizo - bang head on desk
In an effort to make the modules rules as consistent as possible with the core PFS rules, I do not think that maintaining two sets of rules, that allow player choice, is the best course of action.

K Neil Shackleton wrote: But it is also very important for a GM to PLAY, with a variety of GMs of different styles. Even playing with a "bad" GM is a valuable experience in improving your own abilities. And I've learned something from every "good" GM I've played a session with. I agree with that 100%.
What needs to also be consisdered is that GMs need to play as well and not always GM. One is to prevent GM burnout. Two is to allow them to see the game from a players viewpoint from time to time; to recall what it is like on the other side of the "screen".
Not sure if anyone has thought of this before, but since there is the on-line role-playing; how about creating a group for just GMs so they can Zero a game before running it locally. This would be good for those areas that only have 1-2 GMs that don't get to play. Does d20Pro support on-line games or just locally networked games. I know there are other programs and with programs like Vent and TS, players could still Role Play. This may even be something the VCs or LCs maybe interested in doing for GMs in their areas. I know I would if my job had more steady hours.
Thea Peters wrote: I generally have...something hard to suck on... I have been known to offer...and am generally not turned down. OMG!!!!
hahahahahahahahahahahahahahahahahahahahahahahahahahahahah... takes a breath...ahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
Yes, I am childish
My feeling is that 1) GMing is as much an art as a science, & 2) Gamers love to game the system. Seminars are great. Experience is the best teacher. I say save certification for the workplace. We need more players to shift into the GM's role if this campaign is going to keep growing. Keep it simple.
Dragnmoon wrote: Mike, first thing you need to do once you get your email at Paizo is to put all emails from me to Auto-Delete...;) That's handled by the email routing server before they even get to any Paizo employees' computers.
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