RPG Superstar 2008 Top 16. Pathfinder Roleplaying Game Subscriber. Venture-Lieutenant, Arizona—Tucson. 1,200 posts (1,231 including aliases). 2 reviews. No lists. No wishlists. 5 Pathfinder Society characters. 2 aliases.
"How is playing this character making the game more enjoyable for the other players at the table, including the GM?"
That is the zen koan of getting found.
When you can apply it to all of your PFS characters, then you may take this character sheet with the AC 74, 300 damage per strike Splattering Rampager from my hand and leave the monastery.
I have pondered this thread for a while and I have determined that the real issue is off-topic and perhaps needs it's own thread. But seeing as how, IMO, the take 10 issue seems to have reached its end...
Taking 10 or even 20 is not the issue. It is the magnitude of the modifier that seems to be the problem. As one poster stated, his Perception modifier was +37. This reduces all searching to an auto-success, even stealth. I have not seen any NPC's with a Stealth score high enough to conceal vs. that, even without a take 10. Scores that high can even neutralize invisibility (+20).
A well-built party could have a number of skills that auto-succeed with take 10 attempts, therefore, there is little/no risk in the scenario. The encounter outcomes become predetermined. Might as well just sign the chronicles and hand them out.
Painlord had a good example of what I am talking about HERE
Spoiler:
Painlord wrote:
Sometimes I think the best advice I can give to new players sometimes is: GET FOUND!
Get Found! Story:
(Adapted from my ale-addled mind.)
The story comes from Robert Fulghum (of All I Really Need to Know I Learned in Kindergarden).
Robert was watching children in his neighborhood play a game of hide and seek. Recalling his youth, Robert remembers a kid who was *really* good at hiding, so good, no one could find him. The kid hid so well that eventually the rest of kids gave up trying to find him.
Seeing the kids playing outside, Robert saw one kid hiding in a great spot, no one would find him. In fact, it looked like the other kids were about to give up trying to find him. (yeah yeah yeah...maybe this was before the time of "olly olly oxen free free free" rules were put into the official Hide&Seek players guide v1.2)
Recalling his experience from his youth, Robert yelled to the kid to "Get Found!"
The point of PFS *isn't* about hiding so no one can ever find you or having an AC so high that no one can hit you or doing 100 DPR or casting a persistent heightened Stone to Flesh with a DC of 7 gazillion...
...it's about interactions in a social environment playing a common pastime.
In fact, PFS is more like a game of Sardines than Hide & Seek. I'd rather be hiding, laughing, giggling, and trying to keep quiet with a bunch of friends than hiding alone.
If you're not building your character to both interact, help, and rely on other players, you may be playing wrong.
Get Found, you!
-Pain
I really liked this story, so I thought I’d give it its own thread so it wouldn’t get lost amongst the T-10 argument.
Understand that the goal is to enjoy the game, not win it without expending any resources, getting hurt, or without any challenge.
Sometimes I think the best advice I can give to new players sometimes is: GET FOUND!
Get Found! Story:
(Adapted from my ale-addled mind.)
The story comes from Robert Fulghum (of All I Really Need to Know I Learned in Kindergarden).
Robert was watching children in his neighborhood play a game of hide and seek. Recalling his youth, Robert remembers a kid who was *really* good at hiding, so good, no one could find him. The kid hid so well that eventually the rest of kids gave up trying to find him.
Seeing the kids playing outside, Robert saw one kid hiding in a great spot, no one would find him. In fact, it looked like the other kids were about to give up trying to find him. (yeah yeah yeah...maybe this was before the time of "olly olly oxen free free free" rules were put into the official Hide&Seek players guide v1.2)
Recalling his experience from his youth, Robert yelled to the kid to "Get Found!"
The point of PFS *isn't* about hiding so no one can ever find you or having an AC so high that no one can hit you or doing 100 DPR or casting a persistent heightened Stone to Flesh with a DC of 7 gazillion...
...it's about interactions in a social environment playing a common pastime.
In fact, PFS is more like a game of Sardines than Hide & Seek. I'd rather be hiding, laughing, giggling, and trying to keep quiet with a bunch of friends than hiding alone.
If you're not building your character to both interact, help, and rely on other players, you may be playing wrong.
01 Prologue: Rising Appalachia – Oh Death
02 Burying the Professor: Frédéric Chopin – Piano Sonata No. 2 in B-flat minor, Op. 35 (Funeral March)
03 Trouble on the Dreamwake: Spekkosaurus – The Trial in Concert (Chrono Trigger “The Trial” OC ReMix)
04 The Last Will and Testament of Petros Lorrimor: Erik Satie – Gymnopédies, 3. Lent et grave
05 Ravengro 1: Johan Soderqvist – The Arrival (Let the Right One In OST)
06 Ravengro 2: Alexandre Desplat – Godric's Hollow Graveyard (Harry Potter and the Deathly Hallows Part 1 OST)
07 Ravengro 3: John Carpenter – Hobb’s End (In the Mouth of Madness OST)
08 Ravengro 4: Bela Bartok – Sonata no. 1 for violin and piano, II. Adagio
09 Rumors and Research: Philip Glass – Facades
10 The False Crypt: Danny Elfman – The Cell (Red Dragon OST)
11 Monumental Desecrations: Jonny Greenwood – There Will Be Blood (There Will Be Blood OST)
12 The Skipping Song: John Carpenter – The Children's Theme (Village Of The Damned OST)
13 Hungry Stirges: Nikolai Rimsky-Korsakov - Flight of the Bumble Bee
14 Restless Dead: First Rising: Night Of The Living Dead (30th Anniversary) OST – They're Coming To Get You
15 Restless Dead: Not so Drunk: Tyler Bates – Vivian Attacks (Dawn of the Dead 2004 OST)
16 Restless Dead: The Professor’s Return: Night Of The Living Dead (30th Anniversary) OST – Resurrection
17 Smoldering Revenge 1: Steve Jablonsky – It's Hot In Here (A Nightmare On Elm Street OST)
18 Smoldering Revenge 2 : Elliot Goldenthal – Louis' Revenge (Interview with the Vampire)
19 Harrowstone Prison 1: Dhsu – A Life Without Parole (Final Fantasy VII “Desert Wasteland” OC ReMix)
20 Harrowstone Prison 2: Ennio Morricone – Humanity, Part I (The Thing OST)
21 Harrowstone Prison 3: Krzysztof Penderecki - Threnody for the Victims of Hiroshima
22 Harrowstone Prison 4: Gyorgy Ligeti - Apparitions - I. Lento
23 Harrowstone Prison 5: Hans Zimmer - The Well (The Ring / The Ring Two OST)
24 Harrowstone Prison 6: Brian Eno – Lizard Point (Shutter Island Soundtrack)
25 Harrowstone Battle Theme: Midnight Syndicate – Unrest In The East Wing
26 Harrowstone Haunt Theme: Gyorgy Ligeti – Apparitions - II. Agitato
27 Vesorianna Hawkran: Ludwig von Beethoven – Piano Sonata No. 02 in C sharp minor op.27 'Moonlight', Adagio sostenuto
28 Paying the Piper (The Piper of Illmarsh) 1: Claude Debussy – Syrinx
29 Paying the Piper (The Piper of Illmarsh) 2: Johann Sebastian Bach - Partita for solo flute in A minor, BWV 1013: Sarabande
30 Lie to Me (Father Charlatan) 1: Philip Glass - "Why Does Someone Have to Die?" (The Hours OST)
31 Lie to Me (Father Charlatan) 2: George Crumb – Four Nocturnes (Night Music II)- Notturno IV- Con un sentiment
32 The Headless Gaurd (Gurtis Vortch): Danny Elfman – The Church Battle (Sleepy Hollow OST)
33 Heads Will Roll (The Lopper) 1: Oscar Araujo – The Evil Butcher (Castlevania: Lords of Shadow OST)
34 Heads Will Roll (The Lopper) 2: Deftones – Rickets
35 Heads Will Roll (The Lopper) 3: High on Fire – Headhunter
36 When All You Have is a Hammer… (The Mosswater Marauder) 1: John Frizzel – The Hammer (Thir13en Ghosts OST)
37 When All You Have is a Hammer… (The Mosswater Marauder) 2: Apocalyptica – Welcome Home (Sanitarium) (Metallica cover)
38 Blood-Writ Names: Midnight Syndicate – Infestation
39 Dreams in Crimson (The Splatter Man) 1: Fields of the Nephilim – Dead But Dreaming
40 Dreams in Crimson (The Splatter Man) 2: Danny Elfman – The Final Confrontation (Sleepy Hallow OST)
41 Dreams in Crimson (The Splatter Man) 3: Michiru Yamane – A Toccata into Blood Soaked Darkness (Castlevania: Curse of Darkness OST)
42 Dreams in Crimson (The Splatter Man) 4: Apocalyptica – Struggle
Optional Events
43 A House on Fire: George Crumb – Eleven Echoes of Autumn (Echoes I), Eco 8 Feroce, violent
44 Rest in Peace: Akira Yamaoka – Glimpse (Silent Hill CST)
45 Vanishing Tracks: Midnight Syndicate – Footsteps in the Dust
46 A Vision of Imprisonment: Krzysztof Penderecki – Three Miniatures for violin and piano- III.
47 Sarianna’s Song (The Outward Inn): Meav Ni Mhaolchatha - Ailein Duinn
The following is a collection of music I plan on using to set the mood for my players during the Carrion Crown adventure path, and I'd like to share it with all of you. This is not meant as a comprehensive list, it's just what I'll be using myself.
While you're welcome to comment as you like, I'm not really looking for any more suggestions. If you ARE looking to post music suggestions for this AP, F. Wesley Schneider has a great thread on just that subject going on right here, which has been a great help and inspiration for this list. My thanks to Wes and everyone else who has or will add more to that thread.
I'll post additional lists as new CC installments are released and time allows.
The format for the lists are as follows:
Scene: Artist - Song (Source if nessassary)
Here's the general thinking regarding archetypes and prestige classes at the office and how you'll likely be seeing them in upcoming campaign setting centered products.
If it's a general concept, a minor variant (especially of a regional or racial tilt), or a specialization, and if it can be conveyed with minor tweaks to class abilities, it's probably an archetype. So your adherents of pervasive elven fighting traditions, your specialized monster hunters, your animal-focused wild warriors, all make fine archetypes. The idea is that your character trained in this specific focus before becoming a character - just like a specialist wizard trains in a specific focus instead of being a univeralist.
If it's a more refined concept, a major reworking of class abilities, or a member of a group with a very different or a highly specialized way of working that's considerably different from the class norm, it's probably a prestige class. So your red mantis assassins, your Hellknights, your Pathfinder chroniclers, your diabolists, all make good prestige classes. Part of this is because these classes should have new systems that set them outside the scope of the relatively minor tinkers archetypes do. We also want these classes to represent training that you've undertaken or worked toward over the course of your adventuring career, representing either a high degree of mastering in a narrow field or membership into an elite group that shares particular training in secrets.
It's okay if an archetype is casual or feels like a cultural twist - I'm a detective, I'm a monster hunter, I'm a dervish. But prestige classes should require a bit more of an investment - I'm a master assassin, I'm an adherent of this special school of magic, I'm the chosen of my faith/culture/race. If you would consider yourself a MASTER X by taking the option, we're probably going to make it a prestige class.
Another part of that is that we'd increasingly like prestige classes to be viewed as rewards. They've have always had hoops you've had to jump through to qualify for them - take this feat, these skills, etc - but in many cases the world flavor is detached. We want to incorporate some of that back in. If one of my players just up and told me after leveling up - and I'm sure many of you feel the same - that he was now, out of the blue, a red mantis assassin, even if he'd met all the prereqs, I'd say "the Hell you are." (I might have less of a problem with the baseline assassin - but that's so generic and now we have new tools through which we might present relatively generic ideas like this.) On the contrary, if from the get go one of my players decides they want to be a Hellknight, as a GM I want to know so we can start working that into the plot of the game, that way, when it gets to be about the time he's ready to get into that class, the game can make something of a big deal out of it and the pay off - the prestige class - is something a bit more special.
This prestige classes as campaign rewards idea is optional, of course, and if you want to let your players adopt any class they qualify for, by all means do so, but this is the thinking many of our new PrCs in Golarion are being generated under (you can see a lot of this in Pathfinder Campaign Setting: Inner Sea Magic). There will always be exceptions, of course - some ideas are just to elaborate to do with archetypes - so don't feel like every new prestige class will have "Membership in obscure cabal" as a prerequisite going forward. But the more we can put the prestige back in prestige class, and the more we can use archetypes to get players playing the characters they want (and not waiting until 5th or 6th level to really start playing the character they want to) the better!
(Sorry for the info dump - this caught me first thing in the morning. Now where's my coffee...)
Using Doug Doug's list of maps, I have made a Paizo List of the flip mats and map packs used thus far. Hope the link works correctly. Feel Free to email me at e(dash)gendron(at)charter(dot)net for anything I missed or to update it with the most recent scenarios.