|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Wei Ji the Learner wrote:
Sounds like at least a couple of folks completely gun-decked that mission objective and/or it wasn't accomplished enough in mission reporting...
I don't think there was mission reporting back then. The concept of checking certain boxes to reflect game events when you report the session wasn't introduced until season 4 or 5.
Rigby Bendele wrote:
While there are occasionally scenarios that trickle out early, the typical date to expect the scenarios is the Friday before. As someone who's waiting for 3 scenarios for Gen Con, I know it's rough, but I'm keeping that weekend free. I recommend starting on prepping what scenarios you already have now.
That's why I've skipped GMing at GenCon the last two years, after that experience 3 years ago. This year, I volunteered to GM, but only if they gave me scenarios that would be available to download months in advance.
Wei Ji the Learner wrote:
The fact that you're willing to travel to GenCon (and aren't a local to the Indy area) is enough to get your nerd card back.
GM Fuzzfoot's S01-41 The Devil We Know, Part III - Crypt of Fools (Standard PFS) Tier 1-7 / Subtier 3-4 Discussion
Our local gaming store is a PokeStop, and someone planted a lure there while we were playing PFS yesterday. So we were all playing both at once.
I'd say that fast healing is natural healing, but it's just sped up through magic. Magical healing is when a one time magical effect hits you and heals some of your HP instantly. So magical healing isn't an ongoing effect.
Just an opinion, though. If someone has a better explanation that proves me wrong, I'll listen.
Totally agree on making the pins available for FLGS sales. We need to support our local stores.
One other question about the roll bonus from using a pin: Do you have to actually be wearing the pin on our shirt or clothes? Can I just attach all 7 of them to my backpack that I bring every game instead? OK, I probably won't buy all 7, but at least 2 or 3 for the factions where I have the most PC's.
GM Fuzzfoot's S01-41 The Devil We Know, Part III - Crypt of Fools (Standard PFS) Tier 1-7 / Subtier 3-4 Discussion
The three core books that define the game are the Core Rulebook, Advanced Players Guide, and Bestiary. After that, everything's optional.
One of my favorites is the Advanced Race Guide. Even if you're sticking to only the races from the Core Rulebook, it adds some interesting options to trade out for the core racial traits.
Ultimate Equipment, Ultimate Magic, and Ultimate Combat add some decent stuff, but aren't essential. UE is my favorite of the three, as it really does have something for any PC. Advanced Class Guide is also fun, but it adds so many new classes that it'll just confuse new players. Wait until you know the older classes before diving into that one.
And don't forget to look at the thinner soft cover line. There are some real gems in there. I've used ioun stones from Seeker of Secrets on a lot of PC's. Inner Sea Magic has some nice archetypes and spells. And Familiar Folio is just plain fun - it made me want to play more PC's with familiars just to try out all the new options.
I'm surprised the Gamemastery Guide keeps getting mentioned. I've been playing for 4 years now, and I keep forgetting that book exists. I don't own it, and I think I've looked at it online maybe once or twice, because a published adventure specifically referenced something from it. Maybe it's useful if you're designing your own adventures, but I mostly run the ones Paizo publishes.
Which brings up my next point: I honestly think the published adventures are what Paizo does best. Until you get comfortable GMing by using those, you shouldn't be trying to invent your own.
Michael Meunier wrote:
I should be at the hotel by 1030 or so (I'm flying out at the crack of dawn) and will have to be done by 5 or so.
Too early for me. As I said, I plan to arrive in the afternoon, probably around 3pm. Since I'm driving, that's very subject to change, depending mostly on how lazy I am getting started in the morning.
Even if we don't have time for a game, does anyone want to get together Wednesday evening, maybe for dinner or drinks? My usual crowd won't be there, so I have more time to just hang out and hopefully meet some of the people I've talked to here on the forums over the years.
I could do a non-Scotty's game on Wednesday, too. There are usually places to grab a table in the various hotel lobbies nearby.
I'll be arriving in the afternoon, so maybe a late afternoon dinner/game would work. I don't want to start after 6 PM or so, because I have to be in the Sagamore at 7:30 AM, and I really want to go to bed early, at least for the first night there.
jon dehning wrote:
No, I haven't. And we're both in the midwest, so you must not be THAT loud. :P
The game id # is still on the ticket, and there are only 6 of them. I'd say big signs letting people know which id # corresponds to which sub-tier would be the easiest. Also, fliers with that same information for every table GM and muster volunteer. Much easier than yelling and checking the internet.
I moved Ophelia twice. She was in the alcove initially, but then stealthed up to hide behind the first pillar before the conversation.
Then she just moved up on the first round of combat. I probably should have been more clear, but when I wrote that she "comes out of hiding", that was a full 30 foot move, followed by an attack on the now adjacent enemy.
Lord Foul II wrote:
52: emergency healer via celestial bloodline familiar or improved familiar or UMD
Doesn't apply to a wizard's familiar, but paladin's familiars (from the Chosen One archetype) can Lay on Paws. I just love that name, though I call it "Lay on Beak" when I do it, since I have a thrush familiar for mine.
Paul Jackson wrote:
Are the GM's supposed to go over the mechanics with the players? Does it say that in the scenario? I haven't read or GMed this one, so I don't know.
But I can think of at least one other season 7 scenario I've GMed twice, where there's a specific mechanic for PC's to use their skills beyond just a single check, and I've intentionally hidden that mechanic from the players when I GMed the adventure. Instead of telling them, "You need to make this many skill checks at each step of this specific process", I've just let them improvise whatever they wanted to say or do, and told them to roll a skill check when it seemed appropriate. That meant more improvisation for me, to fit their random and weird actions into the specific process laid out by the scenario, but it made the whole thing seamless for the players.
In case anyone's wondering what I'm talking about:
The Consortium Compact:
In the bar scene, the PC's are supposed to do three phrases of a plan: 1. Plan it, 2. Do it, 3. Deal with complications. At each step, the DC for skill checks goes up, and at least 3 party members need to succeed at a skill check for each step (2 if there are only 4 PC's).
I never told them that. They tried to gather some information (both socially, and through perception), and that counts as planning. If they talked to the bartender early, then it counted as planning. If they did it later in the process, that might be part of actually doing their plan. It depended on what they were trying.
Again, it made the process seamless to the PC's, who didn't have to know or care what the scenario's oddball mechanic was, but it meant more work for me as a GM, to improvise the whole thing as we played.
Kurald Galain wrote:
The Healing hex also combos well with the Scar hex. It's not going to be your primary healing for the party, since you can only use it on each party member once per day. That's what wands are for.
But if you scar all your party members in advance ("mark your minions"), then you can heal them from up to a mile away once per day. Usually, that means keeping the unconscious barbarian from bleeding out, even though he's 200 feet ahead of squishy healers in the back.
I really like Scar for a witch focused on buffing and healing hexes, and then use your spells for pure offense.
Also, why does everyone keep talking about level 2 for your first hex, and only even levels after that? Witches get their first hex at level 1, and I'd assume Extra Hex is a popular feat.
I just made a buff/heal focused witch, with the Scar hex very early. You can scar your entire team, and then cast your hexes on them from up to a mile away, including Healing and Major Healing. Granted, those are only usable once per day, but there are other buff hexes that work with Scar (Fortune, Cackle, Ward), so it's still a pretty nice option for your hexes, while using spells in a more offensive capacity.
Steven Schopmeyer wrote:
You should read the scenario. It's quite good. The Handle Animal problem is a common misconception because people don't check the clause at the end of the skill description.
Yeah, that's a common misconception. Handle Animal CAN be used untrained most of the time. It's just for training an animal that it can't.
Bob Jonquet wrote:
Houston, we have a problem.
Pre-registration badges and tickets were mailed out by Gen Con and arrived this week. I bought a ticket to play in the big special, and I just noticed: My printed ticket doesn't have the sub-tier printed on it. Apparently, the event name is too long, so the ending got cut off.
It's not the end of the world, but it's safe to assume this will cause some confusion. People will forget what tier they bought their ticket for. Some people might want to trade to switch sub-tiers, and not know what their ticket says. Some groups or families may have bought multiple tickets together for different sub-tiers and not know which is which. So the new, better system won't go quite as smoothly as we'd all hoped in its first year.
There is a game ID # on the ticket, and I checked to confirm that those are different for each sub-tier. So this will require educating the marshals and table GM's to look at those ID #'s to make sure players have tickets for the correct sub-tier.
Just thought I'd raise the red flag as early as possible, so plans can be made to deal with this.
The Will Call line is huge and intimidating, but it moves surprisingly fast. When I got in last year, it was around dinner time Wednesday, and my group decided to get on the line and get it over with before eating. It only took maybe 20-30 minutes, despite the hundreds of people in line ahead of us. The convention staff really know what they're doing. The DMV could learn a thing or two from them.
I'm surprised a pair of paladins managed to be that sneaky, but it's not like the bad guys are paying much attention to their surroundings. They're in the middle of nowhere, and not expecting anyone to find them.
I just love how the friendship between O-Chul and Monster-San is becoming such a major plot point.
And from that final panel, I'm guessing we're done with this look at the bad guy camp and great white north for a bit. I suspect we'll be back to the Order, or the other Team Evil (Durkula), next strip.
Lau Bannenberg wrote:
It's not as obvious, but even the embassy in The Disappeared is fairly linear. However, during that one, you get to make a lot of choices in different ways to overcome each new obstacle. It's un-railroady in that the author tells you "you need to get there", provided several ways to cross the intervening distance, and left guidance to GMs for what if the players try something else.
This is a great example. When I first played The Disappeared, it looked like a sandbox adventure that you could tackle any way you want. Then I read it, and GMed it 4 or 5 times. Every single group has to go through the place in the same order. They have choices as to how to handle each section, but it's still an extremely well hidden railroad.
As for the complaint about Mists of Mwangi, the same problem existed in The Penumbral Accords... in the same map. I think this is why they changed up the layout of the Blackros Museum, starting with the Silver Mount Collection. My only complaint there is that they added a big, new building format that's mildly annoying to draw, and then waited a year to publish the flip-mat for it. And then didn't put out a second adventure in that new museum yet.
Agreed. A murder mystery like that can be fun, if done well. And actually, my big complaint about that one is the most railroady part.
Murder on the Throaty Mermaid:
No matter what's going on, the bad guys reveal themselves and attack the PC's in the end. So it doesn't matter at all whether or not they solve the murder - the murderers will reveal themselves. So what's the point of the investigation?
I only played this one, haven't read/GMed it yet. I actually plan to start reading this soon, since I'll be GMing it multiple times at GenCon. But I have a couple of comments about your complaints that I bolded in the spoiler above.
Sun Orchid Scheme:
Joining the caravan after training as a guard was possible when I played it. Not sure who got that wrong, but our GM allowed it, so we had one spy undercover in the caravan, and that meant one less guard to fight when we attacked.
As for sabotaging construction or hiding inside the platform while it's built, I'm not 100% certain, but that seems to go against the point of the mission. You're supposed to test the caravan's defenses after they're built, not stop them from being built in the first place. That's what the teams was hired for.
Not sure about your other complaints, but I did get a general feel from our GM that some of this stuff was covered, though he may have just been improvising and selling it well.
I really liked the scenario, though, even though it ended up being more railroady than I initially thought it would be. But again, our GM let us improvise on the spy stuff, and get good results from it.
As for the rest of the season, I've enjoyed most of it, having played more than half and GMed a couple of them. There are a lot more skill challenges, but they're mostly handled well. I have complaints here and there about some of the scenarios, but not of the type you're complaining about.
Yeah, my halfling dex based melee PC still has a 10 str, for the sake of carrying capacity. I don't track all the details too closely, but I wanted to be able to wear a mithral chain shirt, carry my primary weapon and 2 or 3 backups, and a handy haversack, while still being light encumbered.
I've never dumped any stat as low as 5. I do have a fighter with 6 charisma, but I play it up appropriately, and he's smart enough to stand in the back, shut up, and "let the pretty boys do the talking" if a social situation is important to the mission.
pH unbalanced wrote:
That one struck me as weird, too. So many people play PC's that are different from their own gender that I just don't consider it unusual or noteworthy. The idea of anyone being upset about it, or changing the PC's gender for that adventure to accommodate them, just seems very strange to me.
I agree that anyone who has a problem with cross-gender play really shouldn't be playing in public.
I never said it was awesome. But they are better than nothing at low level. Not better than the really good options, but still usable.
I actually have two PC's in PFS that have domains with these types of first level powers. One is my casting focused druid with the Weather domain, mentioned above. The other is a cleric with the Fire domain, that I wanted to be able to do a little bit of blasting. Maybe they're not uber-optimized, but I did use these first level abilities on both of them at low levels, and nobody ever complained that my PC's were too useless to bring along on a mission.
The bottom line is that they give low level casters something to do when they don't have enough spells yet. People keep saying that's what Acid Splash is for, but many of these powers are on classes that don't get ANY direct damage cantrips (clerics, oracles, druids, etc).
If you need them to scale up so they're still useful at higher levels, then you've got other problems.
How? I know there are boons to get an extra trait, but the Additional Traits feat is in the Advanced Players Guide, so not legal for Core.
The last campaign coordinator ruled that it's ok to assign a pregen death to a new character number. As far as I know, that's still an official ruling for PFS that hasn't been contradicted since then.
I just have to ask: Am I the only one who thought of Negation?
I'm with BNW on this one. I allow substitute skills for various things, if the PC's can explain why it should work. In the older scenarios, especially in faction missions, there were situations where it had to be one specific skill, with less flexibility. But the newer scenarios are much better about giving options, and that opens it up to "and whatever other options the PC's can make a good excuse for".
In the Rise of the Runelords campaign I'm GMing, I allowed our ranger to give his badger Raging Vitality even with only 2 int.
It probably wouldn't pass muster with PFS, but I'm pretty sure the AC feat rules say something about GM discretion on other appropriate feats besides those listed. This just seemed like an appropriate feat that should work for that type of animal.