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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.
We have 13 level 12+ characters. Although, 2 characters of the those have recently went to the Philadelphia region. With roughly 9 level 11 characters.
Eyes of the Ten- 1 table (The next group is almost ready to play)
Yes, some scenarios can run short and that is usually 3 hrs, not 2 or 2 1/2.
If you do not have a dedicated group that will attend each session, you probably shouldn't even try to split a scenario between 2 slots. Yu would be better or compete with the other event and complete the scenario. Scenarios being short enough to complete in one session is one of the draws for PFS. Speak with the store owner and tell them you need at least a 4 hr slot to run PFS.
One of our local comic stores is having the problem of closing at 9. So that leaves games starting at 5 or 530 to have a 3.5 or 4 hr slot. Since the 5 o'clock starting time is incredibly difficult for people to attend, PFS has not been doing well at the store. They have tried different days (Tues nights, and Sat day and evening) without much success. They are usually able to get a table each slot, but hardly anything more. The store has extended the hrs until 11PM for the summer. So hopefully that will make a difference.
After 5 on Friday and all day Saturday and Sunday it is free to park. So you just need to bring change (~$2-3) for the Friday afternoon slot.
You'll be driving on 51, then will turn onto Lincoln drive. There is parking right in front of the student center. It is parking lot 13 and 13A (N8 & N9 on the map).
@chris-I have had some really fun tables as both a GM and player, however, there is one table that has really stood out from the others. It was when I played Haunting of Hinojai (GM-Chris Mortika). You did such a fantastic job running the table, that I know of at least 2 people who say that it is their most memorable table. I especially enjoyed that you made the focus the house, not about the combats. You described things so well, that we actually imagined ourselves walking through the house. I try to incorporate this type of story telling when I GM, because it was incredible to experience as a player.
@Thursty. It was actually Eyes of then Ten, part 4. Table 151 will be Traitor's Lodge though. ;-)
Herolab comes generally in one of two prefences. Either you love it or you hate it.
I personally think herolab is better for vetern players. Players need to know how to make a character from scratch, otherwise they will rely on it and not even know the basics. Especially players who are new to RPGs.
Recently, I completed a series of audits for my group going through Eyes of the Ten. Yes, there were far fewer mistakes on the herolab character sheets, then those of the manual. However, it was alot harder to figure out where some bonuses where coming from. There where some I could not even figure out and had to ask the player.
Overall, Yes, Herolab is very useful, it just isn't my cup of tea.
Maybe look into something like a portable electronics charger. My husband has one and seems to like it.
Thursday, August 15
Friday, August 16
Saturday, August 17
Sunday, August 18
PSA: GM Star Replays Do Not Renew (and if you think they do, you probably have the wrong version of the Guide)
They had bags of holding. That was the only reason they were allowed to take them with them. I even asked how they were gonna transport them.
So I was fine with them making the appropriate Know checks after the scenario so they could acquire the appropriate amount of points to succeed.
Matthew Pittard wrote:
Kristen: I like some connection between scenarios. I did have at least 2 players from the other scenario playing this one, so I knew id get at least a response out of them. I also had good points of surprise on faces when I placed the Glabrezu on the board.
I too love connection between scenarios and I felt that it has tons. Everytime I run it I find a new connection that I did not notice before.
At my first table, everyone had played siege and kalkamedes, so when i brought out a glabrezu mini they freaked out. I felt the extra need to have one of the PCs catch a glimpse of a gnome as they were running away, because one player has encountered 2 scenarios where a bad guy was disguised as a gnome (glabrezu and wolf-in-sheeps-clothing). So her characters tend to think that a gnome is never a gnome. It's just something far worse that is disguised. So I had to play it up.
I always played it as stairs (no hands). I never had PCs make it that far into the map during combat for it to matter.
My personal opnion is that that combat already has alot going on for it (summons, AoEs, archers, burning bridges, 100+ falls, difficult terrain, flying caster). So making that even more difficult by occupying both hands is too much. That combat easily lasts 10+ rnds and has the real potential for PC death anyways.