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Mystic Lemur wrote:
And those aren't the same thing because...?
When people say dedicated charger they typically refer to a spirited charger with a lance. Beast Totem barbarian could 3 base attacks, 1 attack with haste, and any natural attacks (bite). So you are looking a 4+ attacks. So that's a bunch of extra dmg for 11,665gp.
Guide to Organized Play pg 33 wrote:
Season 0 scenarios were written under the 3.5 rules set of the world’s oldest roleplaying game, before the release of the Pathfinder Roleplaying Game. If a creature in the scenario also appears in the Pathfinder RPG Bestiary,Pathfinder RPG Bestiary 2, or Pathfinder RPG Bestiary 3 and maintains the same CR between both rules sets, you may use the Pathfinder RPG stats in place of the 3.5 stats. This is the only substitution allowed in these scenarios.
This particular scenario is written with 3.5 rules. Posions don't have a CR and since the DC and the effects are the same, it is just fine to use the updated version where the wording is a little clearer.
Blue Whinnis is a poison with initial and secondary effects. The initial (1 con dmg) happens when the the 1st fortitude save is failed. The secondary (unconscious 1d3 hrs) happens when the 2nd fortitude save is failed.
The PC will only ever take con dmg once.
After, the result of the first save is revealed and there is a request of course you know what to expect if the result is failed. Players will still give hesitation on whether they want to use the rolls if the save is close (low 20s). Typically, if something is casting the save-or-suck or save-or-die spells they have more then one. So if the save is close they still might want to save it.
This kinda situation happened to me just the other day. I dropped a 5 (for a 15) on a will save. My character made the spellcraft check to determine baleful polymorph had just been cast. Of course I used my reroll. My GM didn't need to ask. Of course the 15 failed and when I rerolled it was a 30. So this is pretty darn similar to the scenario the OP posted. I had a 10 will save I would not have elected to roll the way he suggested, I would have just banked on the +10 that the character had and failed and would have been turned into a rabbit.
I too have played under Chris Mortika and even till this day, his table of Haunting of Hinojai that I played 2 1/2 years ago was the best PFS experience I ever played or GMd. I try to make all of my tables that amazing. Every single of us was sitting in the edge of our chairs in suspense they entire time. Why, because we're in a haunted house and he's a great story teller. A lot of scenarios do not have to type of suspense. So I at least try to incorporate it in rerolls.
Cooperation, is the sole reason I play roleplaying games. I am not a fan of competitive games. So I do everything I possibly can to make the scenarios I run not be GM vs players. I know I do not like that as a player.
Disk Elemental wrote:
^that is stated no where. However, the guide does say this.
page 33 wrote:
As a Pathfinder Society GM, you have the right and responsibility to make whatever judgements, within the rules, that you feel are necessary at your table to ensure everyone has a fair and fun experience.
I make my tables fun. Do I find it enjoyable if someone rerolls an already succeeded save and now they fail, yes. Does that make me a horrible GM, no. Players enjoy me as a GM. I do my upmost best to make sure players have a good time. I try to make scenarios I don't particularly like, the best ones ever written.
I, as a GM, take a different approach to low tier scenarios (softball)than I do high tier scenarios (Big Leagues). Why, because characters can afforded to be raised. Does this make me a bad GM, no. It me being realistic.
I already stated my wording was very poor. I whole heartedly agree that my initial post sounds very devious. Yes, I get players to use their rerolls. Sometimes they are necessary sometimes they are not. But isn't the whole purpose of the shirts and folios using them. More often then not they are just used on day jobs.
In this specific scenario, after you roll the will save and before the result of the save (fail or succeed) is determined, I would ask if you are happy with your roll. If I see hesitation, I will ask again.
Warhorn is also our go-to for signups. We try to have our main groups schedule (Saturdays) out a month in advance due to setting 8-10 tables in a day. The weekly schedule is usually only put out a week or two in advance. This seems to work well enough for weekdays since a lot of people just plan their weekday events at the beginning of the week.
Also, all of the organizers in our region have access to the spreadsheet that we keep track of everyone's play/GM records, to make it easier to plan. We try to make sure that there is at least one scenario for everyone to play.
Enforcing Warhorn has been our biggest hurdle, even though we have been doing it this way for 3 years. We seat new players first, then signups, then GMs, and finally walkups. Yes, some people have been turned away, although it doesn't happen very often. We had hoped once players get turned away, they would listen to us and sign up on Warhorn. Some people got the hint, others just refuse. Most of our GMs pack an extra low level scenario just in case.
The issue here is that you are deliberately trying to trick the players into wasting their precious reroll. I really don't know any players that enjoy being punked by the GM.
I do not go deliberately out of the way to get people to waste their rolls. I do not ask a player everytime the roll their d20 if they want to reroll it. I do ask them if it is a very obviously low roll or if they just barely met the DC if the would like to reroll. I even, jokingly, ask players if the want to reroll if the very obviously (30+) make a DC. The players know they made the made the check without a doubt and they'll joking say "oh, I don't know I think I'll have to stay". .
Either way, I try to make my tables fun. Yes, there have been deaths at my tables, but I can guarantee 100% deaths have not occurred from previous 'wasted' rerolls. I try to keep my players on their toes and they seem to enjoy my reroll tactic, because when it comes to tense times, reroll a phantasmal killer, they can't read my poker face.
Absolutely, my wording was poor there and I meant nothing malicious by it.
Example: when a player goes off book and I have to make a NPC up on the fly and the want to talk to them. The information I would give them wouldn't be anything they didn't already know, but just worded differently. If they get at 10 on a diplo check I would ask them if they are happy with that roll. Sometimes people reroll, sometimes they don't.
Another thing is I try to bring up some of the faction missions (items), just for flavor. I have never had someone use a reroll on this, but I could see it happening. I don't include faction missions unless I think it adds to the story.
I too, try to weasel my players out of there rerolls. There have been times I have gotten players to use them on made up skill just that it absolutely makes no difference whether they save or fail. I just constantly remind my players "are you happy with that roll." I try my very best to get my players to reroll checks they make.
My players know I do this so when it comes to a serious roll, there's a very good chance they have already spent their reroll on something else.
OP, just keep in mind, the reroll has to be used before the first result is determined. Most GMs don't care when it's used, but that is one way to get players to cash them in.
I ran this over the weekend at subtier 8-9. My table absolutely loved it and thought it was really cool. They were all GMs and they look forward to running it.
Overall, they did very well. They spread 1 rumor about the aspis, found rand, after knocking out the alchemist they charmed him. He freely told them about the Copper Buffalo. They paid Uzoma's debt and got the gem on the way to the bar. They easily dealt with the bar without any escapes.
With 4 hrs left, the Mystic Theurge (of Pharasma) bought a scroll of animate object, but refused to animate dead. In the mean time, the nature oracle hired a really good tracker and went by himself to find the root. I asked at least three separate times if anyone else was coming. No one wanted to. When the oracle and guide found the root, they heard a huge splash, looked up and seen the Behemoth Hippo in all his glory. (Everyone LOVED the hippo and wished that we encountered them more). Hippo won initiative and trampled both of them and they took dmg. The guide ended up unconscious and the oracle cast blindness/deafness, made they save by 1. Hippo wasn't very happy, charged and bit him did enough dmg to knock him unconscious. Luckily, the oracle had and ability that whenever he went unconscious he gained fast healing 1 for 1d4 rounds. With everyone unconscious, but not dead. It took some discussion about whether hippos are herbivore or are carnivorous. The ruling that I ended up going with was that, yes, hippos are herbavores, they hippo only attacked because they invaded his territory and now that they are no longer moving he left them. In the meantime the oracle healed from his wounds and arrived back in town the next day, not dead, but also did not participate in the siege.
The siege went fairly well. They animated the armor and the giant frilled lizard. After dispelling the globe of invulnerability, the wizard was able to torch everyone with a 67 dmg fireball and the magus finished off the sorcerer.
We knew going in that we were gonna take our time and not look at the clock. In between new rules discussions, table talk, and dinner it took 7 hrs.
James Wygle wrote:
I am aware, however, the OP is wanting to play Alhazra as a cleric and since Alhazra is an oracle and the oracle class doesn't have a deck yet, that means Alhazra is unavailable to play as a character in organized play.
Lem the bard, for example, there are multiple versions of him. Any of those options are viable as long as he is played with the bard class deck.
KL Sanchez wrote:
I'm inclined to say the last one, but like Nefreet said "best bet is to look on PACG forums."
A couple things.
1. Thanks Kyle for putting your notes on PFSprep.com. I usually don't use the site, because the notes are typically just stat blocks and I prefer my notes to be more thorough. Your's however has spells, poisons, feats, etc. I was more then happy to use yours.
I know that the Exchange is taking the place of Qadira and Sczarni. My question is since season 5 does not have faction missions, but does have special boons that can be earned if you play the appropriate scenario and meet the requirements, do the Exchange characters receive boons from both Qadira and Sczarni scenarios? If it is a scenario that supports both factions, i.e. "The Stranger Within", and the complete the requirements, do they receive both boons?
I have not notice anything in the new guide that states how this is handled.
If they are able to receive boons from both factions, this seems incredibly unfair to the rest of the factions. They have half as many opportunities to receive boons.
Slacker, you handled the situation as best as you thought it should be. As long as you are playing by the rules and brought the story to life, no one can ask for anything more.
Some very good advice has already been stated. When they refuse to retreat, let the dice roll. (Retreating is always a viable option) Are they having a good time? Are they experienced gamers?
Softballing isn't necessarily a bad thing. I typically stop softballing when they hit subtier 5-6. Typically, by this level character have a means to raise dead. Also, don't be afraid to kill a PC. Almost always there is something that was learnt from the death or near death experience. In this instance, your players learnt they need to have a way to bypass different types of DR and characters who don't have darkvision need a way to see in darkness.
I know when my personal characters died there something I learnt.
I ran it as is. None of it was particularly overpowered. Keep in mind it is a 7-11.
I have GMd this, but have not played it.
When I GM this I noticed that this was how the players felt. So to keep it from going down the very disastrous and inevitable path that it was headed, I had him start to ignore all the PCs that were asshats to him and he started talking to the no social skills fighter (he wasn't saying anything), that did well in the werewolf fight. Before long, the fighter buddied up to him and even sparred with him. The fighter really played up the whole situation. He "explained" that adventurers do not remove their armor when nature calls, to properly loot a corpse you cannot forget to look in their bum, and other remarks like that. In the end, they convinced him he is better off in court, and the fighter agreed to become his new instructor.
Combat synergy would be a good thing to focus on. More so, then just adding more combatants.
Wonders in the Weave, Part 1:
This scenario CRs might not be overly high, but the combats are constructed very well. Shambling mounds with shocker lizards and mummies with brown mold.
Storming the Diamond Gate:
The Final fight is built with some incredible synergy. A caster, some archers, and lots of difficult terrain. Making it time consuming to get to any of them. This combat can easily last 10+ rnd and end in a TPK.
We have seen from the earlier high level scenarios, adding more combatants isn't always the most efficient way to make combats more difficult.
No Plunder, No Pay:
one CR 6, and six CR 1, does not make for a difficult combat at tier 7-8
Echoes of the Everwar, Part 2:
32 morlocks is a joke at tier 11-12.
Doug Miles wrote:
I completely agree.
The early seasons are made for 4 players, but when the table has 6 or 7 players that makes a big difference.