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Posts
You might as well ask, "Well, if you're not allowing the permanency spell in Pathfinder Society, why don't you just remove it from PRPG?" It's a silly question. The needs of the game as a whole are different from the needs of the game in an org play environment. For nearly two years we've made no bones about that. 3blindmice wrote: stuff This is no longer the thread to debate "house rules." That thread is here. Thanks! :-) Iceman wrote:
The rules bits in that book were replaced by a book in 2009 called the Pathfinder RPG Core Rulebook. :-) They became unnecessary "fixes" for the 3.5 classes since the classes were essentially fixed with the new game. Given that the bearer of the macguffin was unconscious and that the cleric was a long way from the other PCs, I would not have expected you to force the cleric to make the roll. I would have expected a roll with the other PCs nearby or the bearer awake. Also, from pages 26-27 of the Guide: Quote:
hogarth wrote:
Assume this is what happens, because it's what happens. I don't make unilateral decisions--I work with the editorial and development teams on all aspects of the Society. Don't assume that because I'm the face of the Society, that I'm also its despot. I'm also mildly offended that you think I didn't think about this--this had a great deal of thought that went into it. I feel it's the right choice--I also feel that it's not clarified as well as it could have been and that will be rectified in 2.3. You disagree with me--I get that. But posting something that both implicates that I don't think about the Society's decisions and that I ignore the entire editorial and development teams as part of my daily routine with the Society is both silly and frustratingly offensive. Yeah, that's a slight map error. There should be one more square to the south of each of the B9 stairs to indicate that you come down to B9 from B8 under the stairs from B7 down to B8. I hope that makes. It looks right now like those stairs come from nowhere in B9, but with a little 1 square 90 degree turn and the addition of one box to those stairs, it makes more sense. Good catch! yoda8myhead wrote:
You should plan to show up. :-) If I cut you loose, I'll need you back for the next slot, though. To be clear, you don't need to register as a GM. If you want to sign up for a Pathfinder Society ID # before you run the session, you can. If you want to run the session and then later decide to report it, you'll need a Pathfinder Society ID # in order to create the event and report it and your players will need Society ID #s in order to be part of the reporting. Hope that helps! First and foremost: stop thinking about the day job roll as a skill check--it's not a skill check. The day job roll is a skill sub-system, established just for Pathfinder Society, so folks can get a little extra money from their non-Pathfinder "career" (assuming they have one). To that end, we keep the roll balanced across all classes and races. :-) Sir_Wulf wrote: Are the pregenerated characters from Master of the Fallen Fortress considered acceptable for Society use? After the scenario is unveiled, will they be permitted as pregenerated characters for other scenarios? This is a weird question to answer since the pregens for Society play are different than the pregens for normal play. So I'll say, for the purposes of playing Master of the Fallen Fortress, the pregens in the back are playable for that adventure for Society play. My intent is to have those four pregens statted out for Society play and online for download when Gen Con starts. That way we'll have 8 pregens to choose from instead of 4. Azmyth wrote:
1.) It doesn't. It serves as a beginner adventure for any season. 2.) It's not supposed to be in anyone's hands yet. So no. :-/3.) Yep. 5.) Both. Blazej wrote: Thank you, I would love to play in them except I've (as far as I could tell) already played in or run all the current Tier 1-2 scenarios from #24 on. There are many more coming! :-) Blazej wrote: Still seriously, thank you. Getting a response like this even if nothing changes for this character means apparently a lot to me. Your use of "apparently" right there made me LOL. :-) Seriously, though, don't wait 3 weeks to say something. Just let me know if something isn't working for you--who knows, maybe it isn't working for a lot of people and there's something there to be looked into. teribithia9 wrote:
I feel like I should just record this response and then hit play whenever necessary. ;-) *clears throat* While that rule is in v2.2 of the Guide to Pathfinder Society Organized Play, folks such as James Maissen and others have pointed out some ways in which it could be perceived as a confusing ruling. As such, in v2.3 of the Guide, that section will be further clarified to make the rule easier to understand. /end recording I also strongly disagree that our modifications to the rules to keep our OP balanced is a house rule, but that's an argument I'd rather not have in the 2.2 FAQ. To be totally fair, Blazej, you're complaining about scenario #11 and I'm right now working on 51, 52, 53, and 54. I've learned a lot about sub-Tier 1-2 design for an org play environment in those last 40-44 scenarios. When I developed #11, I really like it. I thought it added unique and challenging encounters for the PCs who were begging for that. In reality, I think each one of the encounters is probably too complicated and its the complication more than anything that makes this scenario hard. EDIT: And I can't imagine playing this scenario in play-by-post. Yeesh, that would hard! I think all of the scenarios that include sub-Tier 1-2 from about #24 and up are well-balanced and fun. I've heard tale of some TPKs in #29, but they nearly always seem more about either the GM ignoring the tactics section or the PCs trying to tackle a challenge in multiple split-up groups (I've run it several times for sub-Tier 1-2 and haven't seen a death yet). You'll notice (or maybe not and I'm telling you for the first time) that we've retired several scenarios: #9, #10, #15, #18, and #21. Over the course of the next year, it's my goal to either retire season 0 scenarios or update them for Pathfinder RPG. Updating will, of course, involve another development pass and for the scenarios I want to survive, that will include re-reading their associated threads on these boards and making the corrections folks have pointed out. So while I under, Blazej, that you're frustrated, I would encourage you to play more sub-Tier 1-2 scenarios #24 or higher (though #29 and higher are actually for PRPG and not 3.5). Regardless, I appreciate your feedback and encourage it whenever possible. It's that feedback that's made the scenarios better. Thanks! I would highly recommend the OP click here and download the free Guide to Pathfinder Society Organized Play. All of the above questions are answered there. :-) I just wanted to correct a recent review: Quote: Assault on the Kingdom of the Impossible, while being one of the worst named modules to date (it neither involves the impossible or a kingdom for that matter), again delivers his unique module design mix. This scenario takes place on the Isle of Jalmeray, which is known as the Kingdom of the Impossible. Just sayin'. :-)
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