You did a great job Baron, make no mistake about it.
Going outside of the pre-written tactics is a viable way to ramp up difficulty when things are too easy. Doing so unnecessarily doesn't seem representative of things being too hard.
I haven't played either of the two mods mentioned by Walter so I'm going to try really hard to not click the above spoiler blocks. =P
There are no questionable stacking boosts to strength.
Touch of Rage is a morale bonus to attack and damage rolls. Rage is a morale bonus to strength. It's no different than having an enhancement bonus to strength and an enhancement bonus to attack and damage rolls. Would you suggest that a strength belt doesn't stack with a magic weapon?
Yes, the DM admitted to missing a couple of attacks and apparently his damage was off by 2 per hit. We were a poorly balanced group, using poor tactics, playing up. Things should have been challenging which they were. I'm waiting for a good example of season four being 'too hard' or hard in general.
Can someone verify the attack splitting thing? I'd like to address the claim that the DM was softballing by splitting up his attacks.
As I understood it, the mod author specifically included tactics to the effect of 'the monster spreads out its attacks'. Can someone verify this?
And a group of sorcerer, ranger/barbarian, rogue and cavalier is not unbalanced.
If that isn't an unbalanced party. I don't know what is.
It is disengenius to showcase this as an example how easy season 4 is.
It wasn't my choice necessarily. Napalm mentioned a group playing Fortress of the Nail up would be an example of a module that was too hard. I just happened to have played through that exact situation.
By 'your' I assume you mean the tiefling? I wasn't raging for most of that encounter. Yes, he does have raging vitality. What buffs? The only one buffing was my sorcerer and the only buffing he did was spamming his level 1 bloodline ability.
Our less-than-ideal tactics includes the rogue and the inquisitor attacking the beasty ineffectually instead of supporting the character that can hurt it. For example, the inquisitor could have approached from an angle and healed the tiefling early, negating that extra 2 damage per attack that seem to keep coming up.
Ultimately, we were a pretty awful party for the encounter. We lacked the knowledge skills and means to overcome the DR properly. We lacked a proper tank to suck up that damage. We lacked a dedicated healer/support to mitigate the incoming damage. Despite all that, we still got through it purely with one character full attacking and another supporting with his level 1 bloodline ability.
I fail to see this (an underleveled ill-prepared group that still manages to complete the encounter/mod) as an example of season four being 'too hard'.
I don't know about the damage. I know nothing about the creature as I haven't run the mod yet.
He did mention forgetting one of the attacks for a good chunk of the encounter but he did not forget the DR. He performs math involving it here.
The fight was rough but it didn't feel overwhelming or especially hard. We were an underleveled party using poor tactics. Even with the additional +2? damage I wouldn't qualify that encounter as 'too hard' for an actual 8-9 table.
I played Veteran's Vault and My Enemy's Enemy recently. Both were easy-minimally challenging. This was with a four and then five person table with characters that were no where near optimized. My table for My Enemy's Enemy was a 4.6 APL (three 3s and two 7s). This included a level 7 pregen.
I'm still waiting to see where this 'Season Four is too hard business' is coming from.
I recall seeing an option when getting credit for playing/running a santioned AP for players to get a chronicle with scaled down gold for a level 1 character.
Did I fantasize this? If not, what are the specifics?
I just finished running book 1 of Rise of the Runelords and I have a few characters that are brand new to PFS.
Even in season four I find myself playing scenarios where my character does little to nothing in combat (due to everything being dead before I can act or reach an enemy).
I am beginning to understand why initiative is such a popular stat. =/
I am very much in the boat that prefers more common TPKs if it means I actually get to participate in combat.
This is for a PBP but we're making good time. We're starting book three and we've only been playing for two months. 20 point buy. No hero points.
That said, I live in an area where the VO's are often not the lead at a given event. If this person is playing is playing in such an area, can such a ban be enforced?
I believe that Mike has already confirmed that VCs/VLs have no power over games they are not running/organizing. In this way, they're no different than anyone else.
Michael Brock wrote:
Yes a VC or VL has the right, and repsonsibility, to do what is best for the game days they organize, up to and including banning someone from the game day they organize. That does not prevent someone from establishing their own game day if they choose to do so.
Just so we're clear, banned from gamedays organized by any specific person does not include 'state-wide' as the Venture-Lieutenant above seemed to be implying?
I would love to see an idea like this fleshed out for PF.
One of the things that bugs me in Pathfinder is the tanking disparity. A melee character whose survivability comes from avoidance (high AC or miss chance) ends up being far more effective than one that relies on a pool of hit points (a barbarian). In addition, it's kind of ruins the thematic of 'being tough' as a barbarian.
Say you have a AC focused fighter standing alongside your typical barbarian. Throughout the course of an encounter, the barbarian loses half his hitpoints due to being hit. The fighter was only hit half as often so even if he's down a bigger percentage of his hit points, it takes less healing to get him back on his feet. The barbarian starts feeling a lot less heroic when he has to suck on a wand for 3 minutes after every fight to get topped off.
This is something that 4e handled a lot better. The high AC character required just as much healing as the low AC, high HP pool character. This leaves the HP character feeling 'tough' without looking like a burden.
Break yourself of the idea that you have to cast a spell every round. If your DM is good about taxing your resources you should learn to pace yourself. Cast a spell or two (enough to give your melee the edge) and then just pass the time.
Spend some standards looking for anything out of the ordinary, intimidating foes, or just delay. You don't have to do something every round. As a wizard you have to get the used to the idea that your standards are just better that everyone else's.
I think Red's point is that playing up as melee is inherently more dangerous than playing up as ranged/caster.
As a caster you can, in theory, avoid all danger just by virtue of being far away. As melee, you're going to be in the thick of it regardless.
It sounds like I'll be bringing my 11th level brawler.