Has PFS gone too far into "hard mode"?


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Grand Lodge 2/5 RPG Superstar 2012 Top 32

Thod wrote:

Now here is an interesting one:

Last time I ran into darkness (deeper darkness) I had summoned some Lantern Archons just before. They have an interesting description - they are creatures of light that you can only extinguish by killing them.

It was a summon III spell. So what happens (apart of table variation).

Ooooh, now THAT is interesting!

Lantern Archon wrote:
Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination...

This lends a lot of credit to the theory that not every light source has to be either "magical" or "nonmagical" as far as the darkness spell description is concerned (which is very relevant to interpreting those spells, but I won't go into why right now).

Thanks for the tidbit, Thod!

Grand Lodge 5/5 ****

Anti-darkness

Summon a monster with tremor sense - I think earth elemental works
Area spells - burning hands, fireball, whatever
Blind fight - allows a second chance

Just because Oil of Daylight is the simplest/best solution doesn't mean it's the only one.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Hm, solid suggestions. I guess I need a lesson in outside-the-box thinking. ;)

Grand Lodge 5/5 ****

Jiggy one more
Companion with scent - move action to determine the direction (up to 30 feet), will pinpoint if 5 feet away.

Liberty's Edge 3/5

Wildshape/summon something with Blindsense/sight/Tremorsense. Cast a spell that gives you blindsight (Echolocation) or darkvision/see in darkness (Darkvision, True Seeing).

For that matter, any devil you can summon will have See In Darkness, starting with Lemures at Summon Monster II.

Though really, two prestige for Oil of Daylight works too, at the same cost as a potion of fly, which just about everyone should have.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

1 person marked this as a favorite.

Simplest solution against darkness is often to back out. Just turn and return from where you came from. Fight fights on familiar ground. A lot of PCs die to charging in blindly (doesn't always apply to darkness).

Choke points are very strong, and solid PC tactics can almost win fights by themselves.

The Exchange 5/5

the last time I had a PC in darkness, I dropped three of us into a pit - then featherfalled the friendlies. Just to get us out of the darkness that overwhelmed our daylight spell, that our darkvision PCs couldn't see in, and that the enemy seemed to have no problem with (doing Sneak damage due to our "blindness").

I still have no idea how much of that encounter was the judges call on how darkness worked, and how much was "hard mode" for the adventure (a season 4). I am glad I was 9th level playing down...

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

My favorite: I cast darkness, one of my players cast Flaming Sphere. It's a 2nd level spell that gives off light. 2nd level light spell beats 1st level darkness spell. I congratulated him on his clever spell usage.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Except for the part where there's no such thing as a 1st-level darkness spell...

1/5

james maissen wrote:
N N 959 wrote:
james maissen wrote:
Self-selecting the challenge level allows for accepting more players.
Self-selecting the challenge level only works if the reward is adjusted accordingly.
No. That's your straw man.

No, it's not a straw man. In fact, your use of that term is nonsensical. Pointing out that your theory is fundamentally flawed at at it's core is not a straw man, it's an observation.

Quote:
You simply let people play at a harder tier if they wish. The rewards would be a fixed function of character level.

Yes, I know, that won't work. Nobody will play up simply to play up because:

1. There's nothing to be gained by that.

2. The probably of getting six people who will increase their chance at death for no benefit borders on an improbability.

To even suggest such a solution fails to understand that very thing that motivates people to play up. The goal isn't just to play a harder game, the goal is to achieve more and that achievement is measured by the treasure/gold/loot that one finds as result of the efforts. You might as well just tell people who want a challenge to cut themselves until they are half hit points, dump half their spells, and then play the scenario.

You claim to be willing to embrace more play-styles, but you're doing the opposite. You're excluding a play style: people who want a chance to earn greater rewards and are willing to embrace the risk associated with it.

Quote:
Your supposition is that everyone will always play on the easiest tier available regardless of ability.

No. That's not my supposition. I never said any such thing.

Quote:
Those that want a challenge, will seek a challenge.

Again, you're delusional if you think people will play hard mode simply to say they played hard mode. I think you keep telling yourself this hoping it will be true. But human beings don't make things more difficult than necessary for zero benefit, unless they are suffering from mental illness.

Quote:
The race to get more than people next to you by gaming the system is not the race or challenge that organized play seeks to embrace.

This statement, once again, advertises a failure to grasp basic human psychology. What I find ironic is that you preach this inclusionism, but the fact is your campaigning against a very real subset of players. You're attempting to portray people who want to play up as being antithetical to OP. People want more stuff because people have always wanted more stuff. There are TON of cool magic items that everybody would like to have and it has absolutely nothing to do with what the person next to them owns or doesn't own.

Quote:
Those that want to brag about how they did this or that, will *need* to play up for it to hold *any* water.

And again we see your attack on a play-style evidence of your personal feelings about those involved. So what's the real issue here? You think all the people who play up are getting away with something? You think the are cheating by having too much gear?

Quote:
...but rather that their level 7 with level 7 gear can play and meaningfully contribute with the level 12s.

I see, so it doesn't count unless it meets your criteria.

Quote:
Those that eschew that race for optimization will still have a place.

There's the strawman you've been looking for. Nobody who wants the option of paying up is trying to exclude people who want to turn Barbarians with an 8 INT into primary spell casters.

Quote:
And according to their ability (and their character's ability) will have the opportunity to play at the appropriate level.

And that's where you shoot yourself in the foot. What if it turns out, james, that Season 4 is the appropriate difficulty per the CRB? What if Seasons 0-3 were decidedly below standard? What then? PFS should lower the bar?

Quote:
If they found that taking that level of non-caster for their wizard is now near worthless as they get higher and higher level, they aren't perpetually gimped by it.

At the root, your argument is that no choices should penalize players. I'm never going to agree with that. If PFS is smart, neither will they.

In organized play, there has to be a bar. It can be set at any height, but there has to be one. Once that bar is set, players have to reach it. Failing to require this undermines the integrity of the game. If PFS were to agree with you, then they should simply get rid of all the classes and the functional roles and just let people build whatever smorgasbord of powers and feats they want. It won't be D&D or Pathfinder, but it will let accommodate the lowest common denominator...and it will kill the game.

Quote:
The change in difficulty from season to season doesn't solve anything. It just changes who is currently happy with the level of challenge.

I agree they shouldn't keep moving it around, but I also agree that they need to find the right balance for the environment they want to create, whether it's T-ball, Slowpitch, Fastpitch, or MLB. How long that will take, nobody can say for certain.

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Perhaps you would be happy to throw out most, if not all the seasons' scenarios. I think that would be a shame.

I'm not sure what gives you that impression, but I do not have that opinion.

Quote:

let them all be equally valid for everyone out there.

-James

They cannot be "equally" valid to everyone out there. The fundamental disagreement here stems from your views on basic psychological. You promote this concept that everyone can be equally accommodated and they can't. Your line of reasoning is tantamount to saying that we can make ice cream equally enjoyable to everyone. You can't. And if you created some produce that could do something even remotely close that, it wouldn't be ice cream and nobody would call it that. It would be something completely different than ice cream.

What's really ironic, however, is that you're clearly antagonistic to these people that like the flavor of ice cream currently being offered. You don't want these people to be happy and are pretending that they'll be happy with you taking away their options but giving more options to everyone else: Those who want more combat challenge get nothing, those who want less combat challenge get it, and they lose nothing.

How is that remotely fair? And you still haven't addressed all those people who want less RP or less healing or less skill checks.

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Jiggy wrote:
Except for the part where there's no such thing as a 1st-level darkness spell...

Ah crap. I thought darkness was first level. Stupid spell-like abilities...

The Exchange 5/5

how did a thread on "hard mode" turn into one on "darkness"?

N N 959, your wall of text defeats me. I don't know that either you or james are saying at this point... sorry. :)


DrSwordopolis wrote:

Wildshape/summon something with Blindsense/sight/Tremorsense. Cast a spell that gives you blindsight (Echolocation) or darkvision/see in darkness (Darkvision, True Seeing).

For that matter, any devil you can summon will have See In Darkness, starting with Lemures at Summon Monster II.

Though really, two prestige for Oil of Daylight works too, at the same cost as a potion of fly, which just about everyone should have.

It's one thing to spend 2 prestige or 750gp on Oil of Daylight or Fly or any of the other must have items, just to be prepared. It's another to have to use them up regularly.

If you're burning as much or more prestige/gold as you get in the module, you're hurting yourself in the long run. Once in awhile, sure. Especially if it winds up being spread around the group. If it's too often, or always from the one prepared player...

Grand Lodge 2/5 RPG Superstar 2012 Top 32

nosig wrote:
how did a thread on "hard mode" turn into one on "darkness"?

1) It's a thread on the difficulty level of PFS.

2) Difficulty is a bit subjective, so any thread on that topic is going to involve examples/anecdotes.
3) Anecdotes on the topic of difficulty are going to involve overcoming (or failing to overcome) certain challenges.
4) Darkness is a common challenge, therefore likely to be among the anecdotes given (and the more anecdotes given, the greater the odds that at least one will involve darkness; and this thread's pretty long).
5) Darkness is one of the most frequently misinterpreted/misapplied mechanics in the game, therefore the more anecdotes in which it appears, the more likely one of those anecdotes will reveal that someone misunderstands it.
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.

And then I come along and fail to resist the compulsion to point those errors out. ;)

1/5

nosig wrote:
N N 959, your wall of text defeats me. I don't know that either you or james are saying at this point... sorry. :)

Well, this topic has probably gone on too long. In the end, life goes on no matter what PFS decides.

The Exchange 5/5

thanks jiggy... :)

sometimes I just loose the thread...

1/5

3 people marked this as a favorite.
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.

Sounds like there needs to be a Godwin's Law of Darkness.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

N N 959 wrote:
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.
Sounds like there needs to be a Godwin's Law of Darkness.

Seeing as I laid it out, I totally call dibs on the nomenclature: "Jiggy's Law". ;)

RPG Superstar 2012 Top 16

Jiggy wrote:
Netopalis wrote:

Jiggy,

Darkness is a second level spell. Continual Flame is either a second or third level spell, depending on the caster. Continual Flame states: Light spells counter and dispel darkness spells of an equal or lower level

Countering and dispelling are things you can only do at the time you cast a spell, not by bringing two diametrically opposed spells near each other when they're already active. If Valeros is affected by bane and Kyra is affected by bless, getting them to hug does not dispel those two spells, despite identical wording in both spells about countering and dispelling each other.

Additionally, darkness explicitly states that magical light sources do not increase the light level in the area unless they're of a higher spell level than darkness. (This does mean that a cleric-cast continual flame will trump ordinary darkness, but items like the everburning torch are unfortunately wizard-made.)

Actually, that example is not true.

If you are hasted, and run into a room with a permanent slow effect, your haste is immediately dispelled, and it in turn immediately dispels the slow spell.

Darkness and light spells counter and dispel one another. Counter is something you only do at the moment of being cast. Dispel is something you do to a spell AFTER it is cast.

So when darkness and light spells get into one another's area of effect, they dispel one another. If opposing spellcasters use them, they can counter one another.

There was actually a long thread about the particulars of this, esp regarding Heightened Continual Flame being able to dispel any and all darkness spells in its area of effect if it was high enough level.

The consensus came to be that because of the Countering language being included, light and darkness spells that interact are expended when they neutralize one another (which is what countering does) and unlike most spells, they counter one another after being cast (haste/slow is another example).

Ergo, if you take a light spell into a darkness spell, it will counter AND dispel the light spell...and be expended in the process of countering.

So, you can use a lower level darkness/light spell to get rid of a higher level one, by forcing it to counter your spell.

If you instead want to rule that it only dispels lower level spells, and counters equal level spells, then Heightened Continual Flame does the job you want. Spring for a level 4 or 5 Continual Flame coin, and never worry about darkness again.

==Aelryinth

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Aelryinth wrote:

Actually, that example is not true.

If you are hasted, and run into a room with a permanent slow effect, your haste is immediately dispelled, and it in turn immediately dispels the slow spell.

Source?

Quote:
Darkness and light spells counter and dispel one another. Counter is something you only do at the moment of being cast. Dispel is something you do to a spell AFTER it is cast.

After the spell you're dispelling has been cast, yes. But the spell you're using to DO the dispelling must be cast specifically to dispel, not already be running.

See also this Official FAQ about how you dispel diametrically-opposed spells.

If you're going to make claims about how rules work, back them up.

1/5

Jiggy wrote:
N N 959 wrote:
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.
Sounds like there needs to be a Godwin's Law of Darkness.
Seeing as I laid it out, I totally call dibs on the nomenclature: "Jiggy's Law". ;)

I was going to suggest Jiggy's Law, but wasn't sure how you'd feel about it. :)

Now we just need someone in a WWII thread to draw analogy to Darkness and you should see a Wiki entry with Jiggy's Law in no time. lol.

Silver Crusade 2/5

N N 959 wrote:
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.
Sounds like there needs to be a Godwin's Law of Darkness.

+1 to this!

But violating that law. My archer's solution to darkness: potion of alter self. Turn into something small with darkvision: see in the dark and boost my AC and attacks!

4/5

Joe M. wrote:
N N 959 wrote:
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.
Sounds like there needs to be a Godwin's Law of Darkness.

+1 to this!

But violating that law. My archer's solution to darkness: potion of alter self. Turn into something small with darkvision: see in the dark and boost my AC and attacks!

Can't have a potion of a self-only spell, you need a scroll.

Silver Crusade 2/5

Rogue Eidolon wrote:
Joe M. wrote:
N N 959 wrote:
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.
Sounds like there needs to be a Godwin's Law of Darkness.

+1 to this!

But violating that law. My archer's solution to darkness: potion of alter self. Turn into something small with darkvision: see in the dark and boost my AC and attacks!

Can't have a potion of a self-only spell, you need a scroll.

Huh. Learn something new every day. Thanks for the catch!

PRD wrote:
[A potion or oil] can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

Liberty's Edge 3/5

And scrolls don't work in darkness. >_<

There's always the Hat of Disguise, Greater, but that's a bit of a high-tier solution.

Or, if you want to be less flashy, a potion of darkvision costs the same and actually works.

Scarab Sages 5/5

Rogue Eidolon wrote:
Joe M. wrote:
N N 959 wrote:
Jiggy wrote:
THEREFORE, the longer a thread about difficulty goes on, the more inevitable it becomes that someone demonstrates a misunderstanding of darkness effects.
Sounds like there needs to be a Godwin's Law of Darkness.

+1 to this!

But violating that law. My archer's solution to darkness: potion of alter self. Turn into something small with darkvision: see in the dark and boost my AC and attacks!

Can't have a potion of a self-only spell, you need a scroll.

My Alchemist hands him an Infusion of alter self....

there, that should work.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

@Joe M: In the Magic Items chapter of the CRB, there are two different places that talk about what can be made into a potion/oil. One is the potion section of the chapter, the other is the potion subsection of the magic item creation section of the same chapter.

The subsection within magic item creation lists all the requirements, including a line that spells with a range of personal cannot be made into potions. Meanwhile, the general potion section lists every single requirement EXCEPT that one. For some reason.

Not that I'm bitter about that organizational failure or anything...

Silver Crusade 2/5

Potions and such:
Jiggy wrote:

@Joe M: In the Magic Items chapter of the CRB, there are two different places that talk about what can be made into a potion/oil. One is the potion section of the chapter, the other is the potion subsection of the magic item creation section of the same chapter.

The subsection within magic item creation lists all the requirements, including a line that spells with a range of personal cannot be made into potions. Meanwhile, the general potion section lists every single requirement EXCEPT that one. For some reason.

Not that I'm bitter about that organizational failure or anything...

Yeah, stuff like that's irritating. I'm looking at my CRB right now (5th Printing). In the general potion section, I have: "[A potion or oil] can duplicate the effect of a spell of up to 3rd level that has a casting time of less than one minute and targets one or more creatures or objects" (CRB 477). Following RE's pointer, I took that to mean targets-targets. But something like the explicit claim found in the magic item creation section would be nice: "Spells with a range of personal cannot be made into potions" (CRB 551).

Had a similar mixup a couple games ago with the frightened condition. The Fear section at CRB 563 contains the rule that "once [the frightened characters] are out of sight (or hearing) of the source of their fear, they can act as they want." But there's nothing like that in the description of the Frightened condition at CRB 567. Caused a couple minutes of confusion with one player insisting he could stop running away once he got a few rooms away and the GM saying, um no I'm looking at it right here.

Irritating indeed.


N N 959 wrote:
james maissen wrote:
N N 959 wrote:
james maissen wrote:
Self-selecting the challenge level allows for accepting more players.
Self-selecting the challenge level only works if the reward is adjusted accordingly.
No. That's your straw man.
No, it's not a straw man. In fact, your use of that term is nonsensical.

You list automatic 'consequences' that you impose to knock down my proposal. That's the definition of straw man!

Perhaps we have different definitions? We certainly take different things for granted here. I certainly do not accept your 'givens' that people will always play down.

Do you refuse to play season 4, and instead make sure to play all the easy scenarios? Is this really fun for you, or is the gp reward the only reason you play? Would you, given the choice, play only in tier 1-2 scenarios with a level 10 character so as to avoid the risk of death?

I know no one who would not grow tired of that if they were ever so inclined to do so in the first place. Perhaps your millage varies here.

In my experience, removing the campaign pressures to play up or down (depending upon the campaign) simply improves the experience for the entire table.

In PFS, with the problems of having such a varied player base something has to be done to include everyone. This solution is actually a solution. "Let them eat cake" however, is not.

-James

1/5

james maissen wrote:
You list automatic 'consequences' that you impose to knock down my proposal. That's the definition of straw man!

Not a definition I'm a familiar with. A straw man argument occurs when Person A misrepresents Person B's original argument for the purpose of pretending that Person B holds a position that is easily defeated.

Even if I said there were "automatic" consequences to your proposal, it's not a straw man if I am responding to you original proposal. It's a straw man if I "knock down" a proposal that is not yours. To my knowledge I am responding to your proposal of fixing the wealth regardless of risk. Please correct me if I am wrong.

Quote:
I certainly do not accept your 'givens' that people will always play down.

Let's be clear about "always" and "down." People will not "always" do anything. One or two or a dozen anecdotes do not prove the outcome one way or another. What we are concerned about is the effect on the population, the affect on thousands of players, tens of thousands of players. As far as playing "down," what people as a group will not do is subject their characters to needless risk. The proof for that already exists. How often does the barbarian toss his two-handed weapon in the gutter so that he can face the BBEG with his bare hands to make it challenging? Sure, we here a couple people on here talk about forgoing save or suck spells, but that's a different issue. That deals with binary outcomes.

Players can willingly fail saving throws, when's the last time you've heard of someone playing down decide to fail a saving throw to make it harder? Or someone strip their armor before a fight? More to the point, you failing to understand that it's not about making it harder, it's about how you make it harder and what you get for it. You seem to insist that challenge and reward are wholly separate entities and one has no influence on the other when it comes to a player's enjoyment.

Quote:
Do you refuse to play season 4, and instead make sure to play all the easy scenarios?

Having played about four or five Season 4 scenarios, I don't see a big difference. My level 2 Barbarian trivialized the BBEG in RoGG more easily than he did the BBEG in the Dalsine Affair. What I see as more of a factor in the outcome is the group I played each scenario with and the GM I've played them with. That difference outstrips the difference in the scenarios that I've experienced by an order of magnitude. I've seen PLENTY of TPK's that should have happened in non-season 4 scenarios that GM's totally soft-balled to avoid them.

Quote:
Is this really fun for you, or is the gp reward the only reason you play?

Gold, xp, Prestige, and access to boons are why my characters risk their lives. Elimination of homebrew and rules consistency is the number one reason I play PFS. Since I'm usually playing with different players, it's not about the social environment, though I do tend to get along with the average PFS player in much the same way I did with D&D Online. It tends to be an older more mature group than say the typical MMO or 4e crowd.

Quote:
Would you, given the choice, play only in tier 1-2 scenarios with a level 10 character so as to avoid the risk of death?

That's a disingenuous question because that's not the situation we're discussing. You aren't suggesting letting Level 10's play Tier 1-2.

Quote:
In my experience, removing the campaign pressures to play up or down (depending upon the campaign) simply improves the experience for the entire table.

So here we get to the core of issue. In fact, after listening to the podcast 61, I came away with this understanding:

Mike Brock et al. do not want people to play up....or down.

The question is why and what contributes to the why. This is the core question and the one we need to look at.

Quote:
In PFS, with the problems of having such a varied player base something has to be done to include everyone.

You haven't solved anything. You've simply changed who you will make happy. It's amazing to me that you keep insisting that people who play up will be happy if you simply make it harder but offer them no reward. Do you seriously believe that? No community based game I've ever seen employs that strategy. Can you point to some?

Scarab Sages

Pretty sure playing up leads to more gold? Pretty sure that's a reward.

Just saying.


N N 959 wrote:
It's amazing to me that you keep insisting that people who play up will be happy if you simply make it harder but offer them no reward. Do you seriously believe that?

Yes I do.

I think that there are people:

1. That find season 4 too hard.

2. That find season 4 still too soft.

3. That find season 4 just right.

And we can replace season 4 with other seasons, or go on to other organized campaigns in the past.

Now let's talk:

Is it fun playing your Barbarian (or whatever) if they are never challenged?

Simple question. The converse is also relevant in general, and that's is it fun playing your character if you never feel like that they can contribute?

Let's start with that. No talk of reward, boons, or the like. Simply is it fun to play scenarios that are always cake walks?

-James

Liberty's Edge 5/5 **

Even in season four I find myself playing scenarios where my character does little to nothing in combat (due to everything being dead before I can act or reach an enemy).

I am beginning to understand why initiative is such a popular stat. =/

I am very much in the boat that prefers more common TPKs if it means I actually get to participate in combat.

Scarab Sages

Feral wrote:

Even in season four I find myself playing scenarios where my character does little to nothing in combat (due to everything being dead before I can act or reach an enemy).

I am beginning to understand why initiative is such a popular stat. =/

I am very much in the boat that prefers more common TPKs if it means I actually get to participate in combat.

I've never had this experience, and "more common TPKs" would simply alienate casual players.


Silbeg wrote:

I think, perhaps, one of the issues in "detuning" encounters (especially the final BBEG encounters) is that most of the scenarios I have seen have very few targets.

Making a single enemy a challenge to a group of 6 is really quite tough, due to the economies of actions. Thus, perhaps, the APL+4 encounters. This is really still the case when there are two bad guys.

The "downsizing" I have seen has not been all that effective, in my eyes. I think this is where the devs should be looking at. Let's take for example, an Alchemist BBEG. In one scenario, this Alchemist is downgraded by making him sickened, which for many characters would be quite effective. However, the two things that make Alchemist NPCs so effective are the effectively unlimited use of bombs, and the touch AC attacks.

To balance such a thing perhaps they could limit the number of bombs left for the alchemist (he could have already had an encounter on that day), to perhaps 2-3 instead of 5-6. Perhaps his mutagen has already been used, as well as some of his elixirs.

The same kind of balancing could be done with all spellcasters... reducing the number of spells available.

For more martial bad guys, if the encounters have mooks with the BBEG, you could reduce the number of mooks (of course, the mooks would have be significant enough on their own). Barbarians could have fewer rounds of rage left, or the like.

I think the perception of deadliness in season 4 comes in part due to the assumption of 6 players (which means that the encounters are properly tuned), but a poor job of detuning.

I don't know if the word count is available, but having two ways to play down a BBEG might be needed.

1 option would account for playing down for not having 6 players.

The other option would be for if you have 6 players, but they are at a lower level.

How you downgrade an encounter is just as important to what the CR is downgraded to in some cases. Well that is what I see in home games anyway.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Stonecunning wrote:

Pretty sure playing up leads to more gold? Pretty sure that's a reward.

Just saying.

The developers are looking to remove that as a reward or at least tone that down -- in an effort to fix the WBL curve issues.

Just as an FYI ;)

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
N N 959 wrote:
Quote:
You simply let people play at a harder tier if they wish. The rewards would be a fixed function of character level.

Yes, I know, that won't work. Nobody will play up simply to play up because:

1. There's nothing to be gained by that.

...

To even suggest such a solution fails to understand that very thing that motivates people to play up. The goal isn't just to play a harder game, the goal is to achieve more and that achievement is measured by the treasure/gold/loot that one finds as result of the efforts. You might as well just tell people who want a challenge to cut themselves until they are half hit points, dump half their spells, and then play the scenario.

You keep saying this, and I'm sure you believe it, but it is simply not true.

There *are* people whose goal is simply to play a harder game, and who do not care about the reward. Whose motivation is, quite simply, bragging rights.

In my most recent PFS game, we had a situation where we had to make a precarious crossing of a river which required an acrobatics check. One of the characters allowed all of the other characters to cross, then declared that he was going to blindfold himself and cross backwards, just to prove his superiority -- even though the GM told him it was possible to die from a failed check. (Not automatically, but still.) After he succeeded, my character told him that now that I had see him do that, I would never be impressed by that trick again, and he said that was OK -- next time he would set the rope on fire as he crossed.

I have seen characters go without healing, just to prove they're tough. I have seen people use up spells to no purpose because 'they don't need them'. These things do happen, and they happen entirely so that they can brag about them afterwards.

I have no idea how common this behavior is, but I've seen it often enough I would have thought that everyone with a bit of experience has sat at a table where it's happened.

There is absolutely no doubt in my mind that there are people who would play up as far as they are allowed for no more reward than to be able to show their friends the chronicle sheet proving that they had completed a scenario at a lower level than their friend had.

Grand Lodge 4/5 **

pH unbalanced wrote:
N N 959 wrote:
Quote:
You simply let people play at a harder tier if they wish. The rewards would be a fixed function of character level.

Yes, I know, that won't work. Nobody will play up simply to play up because:

1. There's nothing to be gained by that.

...

To even suggest such a solution fails to understand that very thing that motivates people to play up. The goal isn't just to play a harder game, the goal is to achieve more and that achievement is measured by the treasure/gold/loot that one finds as result of the efforts. You might as well just tell people who want a challenge to cut themselves until they are half hit points, dump half their spells, and then play the scenario.

You keep saying this, and I'm sure you believe it, but it is simply not true.

There *are* people whose goal is simply to play a harder game, and who do not care about the reward. Whose motivation is, quite simply, bragging rights.

In my most recent PFS game, we had a situation where we had to make a precarious crossing of a river which required an acrobatics check. One of the characters allowed all of the other characters to cross, then declared that he was going to blindfold himself and cross backwards, just to prove his superiority -- even though the GM told him it was possible to die from a failed check. (Not automatically, but still.) After he succeeded, my character told him that now that I had see him do that, I would never be impressed by that trick again, and he said that was OK -- next time he would set the rope on fire as he crossed.

I have seen characters go without healing, just to prove they're tough. I have seen people use up spells to no purpose because 'they don't need them'. These things do happen, and they happen entirely so that they can brag about them afterwards.

I have no idea how common this behavior is, but I've seen it often enough I would have thought that everyone with a bit of experience has sat at a table where it's happened.

There is absolutely no doubt in...

Yeah yeah there are people who like hard mode...but you even admit that those are rare. Unless you can see 4 of the 6 people at a table doing this, you will NEVER get a play up scenario if more risk does not give more rewards. Remember you need a majority consensus here. It's not like the guy who optimizes can dictate that everyone else plays up after all.

1/5

pH unbalanced wrote:
You keep saying this, and I'm sure you believe it, but it is simply not true.

It is true because I'm talking about what happens on a population level, not an individual level. The fact that some idiot out there wants to ride around on his motorcycle without a helmet and never suffers a head injury doesn't mean we can get rid of the helmet laws.

I've played with over 50 different people, some from different countries, and I've never seen anything that even approaches this behavior. So if it were common or even frequent, it would be a statistical improbability for me not to have come across it. I'll let others chime in on what % of players they've seen exhibit this behavior consistently.

Sure, everyone wants to be able to say the solo'd the BBEG in a scenario. I've yet to see anyone say, "wait here while I go do it." I'm obviously excluding all those people who have read the scenario and know exactly what it takes to defeat an encounter, but pretend like they don't know.

3/5

When I played my enemies enemy. While the team was debating what route to go. I invisibled snuck ahead found the boss. Two save or suck spells later the party got to enjoy gnome laughter, as they were having trouble with the pre-boss fight.

I have never read the mod until a month later. Save or suck casters with surprise can easy solo a boss.

None of my characters buy wands of curleight becuase I think they put the game into eays mode.

I have a friend brag all the time he beat a level 5 mod as a level 1 character.

I brag all the time my gnome magically seduced Hammaria blackros premanetly.

I have had another player PVP on me and the DM allowed it. So I ran the rest of the scenario at half HP. When ever my character talked I held a hand over my face where I was attacked to roleplay it.

I brag about my character all the time.

My greatest moment of glory for myself. I have had twice people I never met tell me stories they found funny my character did they heard from other people.

Scarab Sages

Playing up is fun because death gets way more likely and the rewards are fun. If they eliminate the award it's kind of weird, but I've always felt like PFS has a lot of people at the top wanting the game to be played a very specific way and I think they're going a bit overboard enforcing that. I really wish more people approached design in PFS as if it was a roleplaying game and not a board game where you can design your own piece.

I miss the old Living games. :(

3/5

N N 959 wrote:
Fixing WBL doesn't solve their problems and based on the discussion in this thread, it's pretty clear that character gold wealth has little to do with trivializing encounters. Tactics and builds are far more influential than whether someone has an extra +1 on their weapon or their armor.

I agree completely.

1/5

james maissen wrote:
Is it fun playing your Barbarian (or whatever) if they are never challenged?

I've yet to be in an scenario where one character could do everything that was required in the scenario. Even my barbarian once failed a Will save vs Suggestion and the rest of the group had to kill the BBEG (I think the 16 STR Sorc with dragon claws did it with one hit and a Shocking Grasp crit).

Quote:
Simple question. The converse is also relevant in general, and that's is it fun playing your character if you never feel like that they can contribute?

It's not fun playing any character that doesn't serve a purpose. Whether it's combat or skill oriented. I've yet to encounter a mission where a ranger tracking was accounted for by the author. I'm sure those scenarios are out there....I keep telling myself that.

But the reality is that I know that to contribute, I have to bring skill in some area. Whether it is in or out of combat, if I want to contribute I have to bring expertise (you know, like in real life?). That means I have to invest in something to the exclusion of other things. I means I have to make hard choices about my build and I have to forgo some things that might be fun to have, but aren't particularly useful because someone else is clearly going to be better at them. So I don't take a jackpot barbarian and try to boost all his social skills. If I did, I wouldn't complain about being made useless because the fighter and bard made traditional builds.

Quote:
Simply is it fun to play scenarios that are always cake walks?

Some scenarios are cake walks and some aren't. It depends on who I'm teamed with. The players, more so than the characters. More than once I felt a player's poor choice in combat should have cost us a TPK had the GM not soft-balled it.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
james maissen wrote:

Simply is it fun to play scenarios that are always cake walks?

-James

Sure is!

3/5

1 person marked this as a favorite.

Cake walks are made by player strategy. If a player group walks jaws first into every room and lets the encoutner get a free shot on them. Well then yes it can be very hard.

You know how many times I stopped ambushed with 0 level spells. That guy in the snow drift has a potion he pings. Open/close on that door ohh look that guy 40 feet away has tons of dangerous stuff waiting for me to walk in.

I have also seen the opposite. "Hey the team is having a hard time with this fight. I sneak off and find the boss fight, well I shoot my cross bow at him and run back to my party" I have seen that 2 times while DMing and once as a player.

You are a team. A team specializaes. On a football team you do not get the line snaps at quarter back EVER. You let someone naturally good at it to do it, maybe the back a few times.

A cake walk can be a fun scenario. There is one scenario with a gay werewolf that the table could not stop making jokes about. Like when Merisel caught him and distracted him with the line "hey wanna make half-elfs". The players can make the game fun just by being silly and halving fun roleplaying. Danger is half the adventure.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
N N 959 wrote:
I've played with over 50 different people, some from different countries, and I've never seen anything that even approaches this behavior. So if it were common or even frequent, it would be a statistical improbability for me not to have come across it. I'll let others chime in on what % of players they've seen exhibit this behavior consistently.

See, that surprises me -- I figured everyone had encountered this. I'd have a hard time putting numbers to it, but maybe 10% of unique tables I've sat at? (That's taking it outside of just PFS to get a large enough sample to measure.) It's usually two or three people who have a rivalry going and are playing off of each other. And if it's one person they're usually trying to impress (or annoy) one other particular person at the table.

N N 959 wrote:
pH unbalanced wrote:
You keep saying this, and I'm sure you believe it, but it is simply not true.
It is true because I'm talking about what happens on a population level, not an individual level. The fact that some idiot out there wants to ride around on his motorcycle without a helmet and never suffers a head injury doesn't mean we can get rid of the helmet laws.

OK, I know it's off topic, but this was a ROFLMAO for me because in my state we did this very thing last year -- got rid of motorcycle helmet laws because people wanted to ride around without helmets. Helmet laws were 'infringing on their freedoms' and getting rid of them was going to 'boost motorcycle tourism'. Guess what: head injuries in motorcycle accidents have tripled since then -- who'da thunk.


Cold Napalm wrote:

Unless you can see 4 of the 6 people at a table doing this, you will NEVER get a play up scenario if more risk does not give more rewards. Remember you need a majority consensus here. It's not like the guy who optimizes can dictate that everyone else plays up after all.

It depends on the people, but I would not imagine that anyone would seriously enjoy playing down so much as to make the scenario beyond trivial. Perhaps YMMV, and its only about the chronicle sheet for the players that you know.

Now I will grant you that everyone one will not press themselves and their characters to the limit to play way, way up. That's not the point.

The point is to allow the people that like that to have a place, while still allowing for those on the opposite end of the spectrum.

When you consider the early seasons of PFS, those focused on that other end. While if you consider the progression of some other organized campaigns (like Living Greyhawk) you can see the other focus here and there.

In either case you alienate, ignore, and slowly loose otherwise diehard fans in your player base.

The loss in such a system is a degree of conformity that we already accept when we understand PFS removing crafting as an option. When you look at the disparity in other older campaigns (again like LG) that allowed it, you can see the reason. Likewise when you see the same disparity based on getting extra rewards for playing out of tier, then you can understand that option of skewing wealth being removed.

Personally, I would not understand why someone would voluntarily elect to play their character outside of the range in which their character is properly challenged. Now that doesn't matter whether that means that they always play 'up', down, or sidewise..

But when you tie incentives or penalties to this choice, you skew it and pressure those to make bad calls.. if you even give them the choice. That seems foolish.

-James

PS: Oh to more directly answer your question: imagine a scenario that offered a 1-2 tier and a 4-5 tier. You have a level 2 optimized that wants to play 4-5. You have a level 5 that doesn't want to walk through a 1-2. You have a level 6 that would get a LOT of questions if they wanted the 1-2 over the 4-5. They all play the same tier happily- one is 'playing up', one is playing 'normal', and one is 'playing down'. And they all signed up for the scenario with tier 4-5 in mind.

Grand Lodge 4/5 **

james maissen wrote:
PS: Oh to more directly answer your question: imagine a scenario that offered a 1-2 tier and a 4-5 tier. You have a level 2 optimized that wants to play 4-5. You have a level 5 that doesn't want to walk through a 1-2. You have a level 6 that would get a LOT of questions if they wanted the 1-2 over the 4-5. They all play the same tier happily- one is 'playing up', one is playing 'normal', and one is 'playing down'. And they all signed up for the scenario with tier 4-5 in mind.

Umm...no. If the tiers are 1-2 and 4-5, your in a 1-5 scenario and a level 6 CAN NOT PLAY...period. Even barring that and lets say the other fellow is level 5 as well, you would need the last person at the table to be level 1 or 2 for there to even be an option to play the 4-5 tier. If the 4th is 3+, the APL of the table becomes above 3.5...which means they are a 4-5 table. So does the OTHER 1-2 player play up when they get no extra reward? In fact when s/he will most likely be punished with extra consumable usage and extra possible death? Or is that fourth more likely to pull the we play down or I walk and so we now have 3 players cake walking and not having fun? Mike mentioned the bullying to play up...well this would cause bullying to play down. What the podcast suggested would cause a stand off as both sides would get severely punished mechanically so neither side will want to blink. I am talking population level here. This is pretty basic human psychology.

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