Scenario difficulty problem areas and suggestions


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Shadow Lodge 5/5

David Bowles wrote:
I don't think Sealed Gate is as hard as some of the 4th season stuff. It's HOW it was written to be hard. A lot of obnoxious mechanics.

Mmmmm, delicious.

5/5

1 person marked this as a favorite.
Care Baird wrote:
David Bowles wrote:
I don't think Sealed Gate is as hard as some of the 4th season stuff. It's HOW it was written to be hard. A lot of obnoxious mechanics.
Mmmmm, delicious.

Hey! Those are my tears you stupid bear!

5/5

1 person marked this as a favorite.
Mike Shel wrote:
Kyle Baird wrote:
I also died the night before during Stonelords.
I am happy.

So was I. I went back to my hotel room and got more beer and brought it back to the table to watch how it ended.

Sovereign Court 5/5

Dragnmoon wrote:
Kyle Baird wrote:
FWIW, I died in Bonekeep 3 about 10 minutes after that first guy. I also died the night before during Stonelords.
For a dead peson you post too much. Can I have your room on the island?

I'm still using it.

5/5

I dunno, guys. The difficulty level is hard to adjust. For instance, there are certain scenarios I won't run for new players. Party death is just entirely too likely. And I agree with Doug Miles in that a lot depends entirely on how prepared the GM is. If the GM knows the NPCs as well as the players know their characters, then it's much, much more difficult. Usually, when my group has a cake-walk in a 7-11, it's because it was run by a GM who's unused to running high level play. However, I have another GM that the players are starting to get frightened of because he understands the mechanics better than almost any of my group, and plays the bad guys exactly like he plays his own characters. (I steer him towards 7-11s instead of 1-5s for that reason.)

If you make the scenarios challenging for the min-maxers, you create a culture where new players cannot get started because they don't know HOW to min-max yet. And that's a dangerous proposition.

In The Silver Mount Collection just Sunday, I killed one of my power-gamers and one of my new players at the same table. The new player basically committed suicide (walked into a pit cast by a party member containing a bad guy while blind and nauseated) but the power gamer was just unlucky. I think we've got a decent balance right now.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Yeah, I think the difficulty in the recent seasons has been pretty okay. Personally I'm not into Hard Mode; I want to be challenged but not to an insane degree. I'm glad that some scenarios offer Hard Mode for the people who do want that sort of thing.

With regard to things like Silver Mount - right now people are saying it's way to dangerous. (I survived, but it wasn't easy.) I think next year, people will have learned more about how to fight robots, and people will consider it to be more reasonable than they're considering it now.

Basically, if a season shifts the kind of enemies you need to deal with, there's a period where people need to learn new tactics, and that's a dangerous period.

Silver Crusade 2/5 *

I have found season 4 more deadly than 6 so far.

". However, I have another GM that the players are starting to get frightened of because he understands the mechanics better than almost any of my group, and plays the bad guys exactly like he plays his own characters."

This tempered by tactics.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

2 people marked this as a favorite.

You know, deadlier and harder aren't the same thing. Season four may have killed more players, but I've seen a lot more failed missions and partially failed missions with no player deaths in season 5.

5/5 5/55/55/5

Things that make harder more annoying and less fun than the players

Surprise rounds. Overdone, done at a drop of a hat, done to make the players feel like complete moron by explicitly being done by arbitrary fiats like "you didn't announce you were looking for an ambush, even though you were explicitely told you're being used as bait and a turnip would know to be on the lookout "

Denying players agency. confusion, Charm, dominate, blasphemy, Confusion, and confusion. Its not fun not being able to control my character for 45 minutes, and its kind of like beating someone at pool by running the table: doesn't matter how good you are and you're just watching someone play.

Things that are hard because you can't do anything to them. Swarms. Incorporeals. Swarms. Incorporeal swarms. Elemental resistances so ubiquitous you have to spam 1-2 spells, Hardness damn near reasonable damage at that level. Swarms with hardness...

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

1 person marked this as a favorite.

You forgot incorporeal swarms with hardness.

5/5

David, I don't mean to imply that he ignores tactics. He just never forgets to take attacks of opportunity, and if you don't announce you're casting defensively, and make the roll, he'll wallop you. He's not unreasonable. He just really plays the NPCs.

Silver Crusade 2/5 *

1 person marked this as a favorite.

Oh, yeah. I do that stuff, too. In fact, a couple players have noticed that it gets really hard with me if the NPCs out last their printed tactics or get them invalidated.

Scarab Sages 4/5

David Bowles wrote:
I would say that comes down to the a priori knowledge of the BBEG and his/her prep time. I don't think a 6 sec round is a reasonable time to to an "elf check" and cast a spell.

The PCs make knowledge checks as free actions all the time. Unless the PCs have taken precautions to disguise their race, I think it's perfectly reasonable for a BBEG to get to make the DC 5 Knowledge: Local check to recognize and Elf or Elves in the party. If the PCs can take enough time to recognize the difference between a ghoul and a ghast, shout out all its weaknesses, and still do their full round of actions, the enemies should be able to do the same. The last thing we need to do is weigh the action economy even more heavily in the PCs favor by allowing the PCs to take a free action, but not allowing the enemy the same.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

2 people marked this as a favorite.
trollbill wrote:
You forgot incorporeal swarms with hardness.

Geez, I just checked to see who favorited that statement. I apologize to everyone ahead of time for the next Kyle Baird mod.

2/5

trollbill wrote:
trollbill wrote:
You forgot incorporeal swarms with hardness.
Geez, I just checked to see who favorited that statement. I apologize to everyone ahead of time for the next Kyle Baird mod.

BRING IT!

Silver Crusade 2/5 *

Ferious Thune wrote:
David Bowles wrote:
I would say that comes down to the a priori knowledge of the BBEG and his/her prep time. I don't think a 6 sec round is a reasonable time to to an "elf check" and cast a spell.
The PCs make knowledge checks as free actions all the time. Unless the PCs have taken precautions to disguise their race, I think it's perfectly reasonable for a BBEG to get to make the DC 5 Knowledge: Local check to recognize and Elf or Elves in the party. If the PCs can take enough time to recognize the difference between a ghoul and a ghast, shout out all its weaknesses, and still do their full round of actions, the enemies should be able to do the same. The last thing we need to do is weigh the action economy even more heavily in the PCs favor by allowing the PCs to take a free action, but not allowing the enemy the same.

I suppose that's fair enough.

5/5 5/55/55/5

trollbill wrote:
You forgot incorporeal swarms with hardness.

They're there. Just invisible.

Shadow Lodge 4/5

1 person marked this as a favorite.

Remember, Paizo published the Granule Construct Swarm, Gray Goo and these boyos.

What a sick company!

Dark Archive 3/5

The most devious thing in their game though, is the deadly...

spoiler:
Explosive Runes!

Shadow Lodge 4/5

urgh...

5/5

Muser wrote:

Remember, Paizo published the Granule Construct Swarm, Gray Goo and these boyos.

What a sick company!

Yay!

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

BigNorseWolf wrote:
trollbill wrote:
You forgot incorporeal swarms with hardness.
They're there. Just invisible.

You aren't doing anyone any favors here.

3/5 5/5 *

1 person marked this as a favorite.

I really want to see a swarm of tiny faerie sized skulls with glowing blue eyes while we're at it.

5/5

The swarms need the see in darkness ability.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

Kyle Baird wrote:
The swarms need the see in darkness ability.

I was going to say to those that complain its to easy to play a couple of Kyle Baird scenarios... But he is already here.

Sczarni 3/5

Ascalaphus wrote:

Yeah, I think the difficulty in the recent seasons has been pretty okay. Personally I'm not into Hard Mode; I want to be challenged but not to an insane degree. I'm glad that some scenarios offer Hard Mode for the people who do want that sort of thing.

With regard to things like Silver Mount - right now people are saying it's way to dangerous. (I survived, but it wasn't easy.) I think next year, people will have learned more about how to fight robots, and people will consider it to be more reasonable than they're considering it now.

Basically, if a season shifts the kind of enemies you need to deal with, there's a period where people need to learn new tactics, and that's a dangerous period.

That's alot of people ;)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

*Shrug* maybe I'll write up a "Guide to Smashing Schmobots & Surviving Season Six" and get it listed in that general guide topic. That might turn the net-building crowd around a little.

Robots are trickier than demons, but they can be fought.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Kyle, the granular construct swarm has blindsight, which is even better than see in darkness. (But it is missing hardness)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I think See In Darkness has no range limit, so it's useful when things are beyond your Blindsight range.

Dark Archive 2/5

FLite wrote:
Kyle, the granular construct swarm has blindsight, which is even better than see in darkness. (But it is missing hardness)

I spit out my coffee when I read "It is missing the hardness." A swarm with hardness would be hilarious. It is most definitely necessary.

But these things are pretty gross already. Hahah those bastards gave it fire resistance and DR.

Quote:
Defensive Abilities construct traits, dispersion; DR 10/magic; Immune weapon damage; Resist fire 10

WHY ISNT MY ALCHEMIST FIRE WORKIIIIING?

EDIT: Anybody else think that Granule Construct Host could make a cool... uh... "boon?"

4/5

Tarma wrote:
James McTeague wrote:
Also, there's a lot of assumptions in this thread that don't hold up. While it is definitely true that some characters can easily get init in the 10-20 range with minimal resources expended, I would argue that there's not enough characters that can get in that range with minimal resources that would require adventure design to change.
Any Charisma based caster can easily get a an extra +3-+6 on initiative with one feat and one circlet. Wizards can get an increase to their initiative just by picking a school, without having to take anything else to boost it. Gunslingers get an automatic +2 to initiative once they hit level three, which is great for a class that is already dex based. Swashbucklers have a similar increase. That's quite a few classes there that have a pretty high initiative bonus, not including the builds from other classes that can focus on initiative. That's a lot of classes.

It's actually about 1/3 of the available classes after Advanced Class Guide. And two of your examples are really more examples of "If you focus your build on Initiative, you can have a high initiative": The Charisma-based casters must burn their 1st level feat for it, and the wizard has to pick that one out of the 10 available (more if you include the sub-schools and elemental schools). If I focus two or three of my character choices around a single thing, I will do that single really, really well. As I should.

To your overall point about difficulty:
The problem I see is more that the difficulty levels are out at the extremes: things are often way too easy or way too hard. It's really hard to find that sweet spot in the middle, where challenges are hard but not demoralizingly impossible (a shadow in a 2nd level module? Really?) and the party can confidently kill the bad guys without one-shotting them.

It's even harder to find that sweet spot when you can't know what the character mix will be, or the size of the tables.

I would like to see more options on adjustments to scenarios. For example, if we let GMs choose one of the random encounters from the list instead of rolling it, it would will allow the GMs more flexibility to adjust to the table: if there are three two-handed barbarians in the party, you can pick the swarm instead of the giant fleas, etc.

Another possibility is making an actual three-step CR rating instead of a two-step rating with a 4-player adjustment. For a table of 6-7 level 3s, playing up with the 4-player adjustment isn't always the best option. Since the 4-player adjustment is usually "remove X number of bad guys", the 6-7 player tables will usually overwhelm the encounter just from numbers alone.

A note on 6-7 player tables:
In our area, we have a lot of 7-player tables forced on us by limited table availability. We have plenty of GMs to split off a new table: what we don't have is another physical table to put them at. When possible, we will send a group offsite, but usually our only options are turn people away or suck it up and play 7 at a table. If "no 7 person tables" becomes a hard rule, we will have to turn away 2-3 players every week.

Scarab Sages

Dorothy Lindman wrote:
(a shadow in a 2nd level module? Really?)

Don't forget about the Shadow in the level one module, or the Wight followed by a Shadow in another level one module...Or, how about the Mummies in the 2-4 module and the 1-5 scenario.

5/5 *****

Professor Herp wrote:
FLite wrote:
Kyle, the granular construct swarm has blindsight, which is even better than see in darkness. (But it is missing hardness)

I spit out my coffee when I read "It is missing the hardness." A swarm with hardness would be hilarious. It is most definitely necessary.

But these things are pretty gross already. Hahah those bastards gave it fire resistance and DR.

Quote:
Defensive Abilities construct traits, dispersion; DR 10/magic; Immune weapon damage; Resist fire 10

WHY ISNT MY ALCHEMIST FIRE WORKIIIIING?

EDIT: Anybody else think that Granule Construct Host could make a cool... uh... "boon?"

Martial characters really need to learn to invest in a swarmbane clasp. They are pretty cheap, pocket change by the time you might encounter really difficult swarms and don't leave you standing there feeling like a complete numpty.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

My bard grabbed a swarmbane clasp way back when, and loans it to melee guys who don't have one.

Although that time she stabbed a spider swarm to death with her mithral rapier was pretty nice.

Shadow Lodge 4/5

Swarms don't have an overabundance of hp so it's enough if only 1 or 2 characters in a group carry these clasps. I think two out of 12 of mine actually own one.

Sovereign Court 2/5

Neck slot is pretty valuable so people often take other things.

Shadow Lodge 4/5

Yeah, I have a twohanding samurai who uses a darksire amulet instead of an AoNA. AC is a total pain to amass.

5/5 *****

Muser wrote:
Swarms don't have an overabundance of hp so it's enough if only 1 or 2 characters in a group carry these clasps. I think two out of 12 of mine actually own one.

Sure that works if you are in a regular consistent group. If your groups are a bit more...random..then you may want to make sure you want one. Even if you normally wear some other neck slot item it's worth having in your pocket, spending 1 round to swop and losing out on minimal alchemist fire damage allowing you to probably one round kill the thing the next go is a decent option.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Ascalaphus wrote:
I think See In Darkness has no range limit, so it's useful when things are beyond your Blindsight range.

The swarm has blind sight 100 ft: There are are very, very few adventures where you need more than that. It also negates invisibility, concealment (so no obscuring mists) blindness, displacement, blur, etc.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Yeah, but why settle for one when you could have both?

3/5

Dorothy Lindman wrote:


It's actually about 1/3 of the available classes after Advanced Class Guide. And two of your examples are really more examples of "If you focus your build on Initiative, you can have a high initiative"

I disagree with this statement somewhat. For example, taking the issues with Gunslingers aside, most built Gunslingers are likely to have something in their Dex score, just to help them hit. While I have seen Gunslingers without a Dex mod, they're already going to have to a decent initiative bonus before they get a +2 just for leveling.

If you pick Divination school, you can easily just select what your two opposition schools will be. And they'll likely be the spells you weren't planning on casting anyway. Charisma based casters are much worse. Part of character building is picking and choosing what things your character will be good at. Generally, having a high casting stat means that there's an exchange for something else. But with one feat at first level (and let's face it, there's not many feats that first level sorcerers take anyways), you can easily have a +4-5 initative modifier along with more spells and higher save DCs.

I'm not saying that the character isn't focused somewhat on initiative, but it doesn't take that much of an investment in order to get both high spell DCs and high initiative.

Dark Archive 4/5 5/5 ****

Acedio wrote:
Neck slot is pretty valuable so people often take other things.

Not a big deal. You put on the swarmbane clasp, and then put on your other neck slot item (such as the amulet of natural armor). If you aface a swarm, just use a move action to take off the nat armor, and activate the swarmbane!

Easy peasy.

But, mention it to your GM first... In case he doesn't play the rule that way. Then, just use two move actions to swap out.

The Exchange 5/5

Silbeg wrote:
Acedio wrote:
Neck slot is pretty valuable so people often take other things.

Not a big deal. You put on the swarmbane clasp, and then put on your other neck slot item (such as the amulet of natural armor). If you aface a swarm, just use a move action to take off the nat armor, and activate the swarmbane!

Easy peasy.

But, mention it to your GM first... In case he doesn't play the rule that way. Then, just use two move actions to swap out.

actually, the first item in a slot would still be active, not the second one added... so you would need to reverse the order of which was put on ... the Amulet first then the Clasp.

I can't do the research on this machine, but I'm sure it's in the CRB.

Otherwise the way to remove cursed items would be just to put another (non-cursed) item on - deactiveating the cursed item, so that you could easily remove it.

Dark Archive 4/5 5/5 ****

actually, the only reference I know about was in an SKR post a few years ago...

and I cannot find the link (I am sure someone will as soon as I post this :P)

and I thought it was LIFO order

4/5

Tarma wrote:
Dorothy Lindman wrote:
It's actually about 1/3 of the available classes after Advanced Class Guide. And two of your examples are really more examples of "If you focus your build on Initiative, you can have a high initiative"

I disagree with this statement somewhat. For example, taking the issues with Gunslingers aside, most built Gunslingers are likely to have something in their Dex score, just to help them hit. While I have seen Gunslingers without a Dex mod, they're already going to have to a decent initiative bonus before they get a +2 just for leveling.

If you pick Divination school, you can easily just select what your two opposition schools will be. And they'll likely be the spells you weren't planning on casting anyway. Charisma based casters are much worse. Part of character building is picking and choosing what things your character will be good at. Generally, having a high casting stat means that there's an exchange for something else. But with one feat at first level (and let's face it, there's not many feats that first level sorcerers take anyways), you can easily have a +4-5 initative modifier along with more spells and higher save DCs.

I'm not saying that the character isn't focused somewhat on initiative, but it doesn't take that much of an investment in order to get both high spell DCs and high initiative.

But there are several other, much more useful feats that must be taken at 1st level. Not to mention that you're putting off the basic spell casting feats like Spell Focus and Combat Casting until at least 3rd level. Also, to get +10 to initiative in the mid levels (your original examples), a Charisma based caster would have to take Improved Initiative and probably one of the +2 initiative traits. Two feats and a trait seems like at least a secondary focus for a build.

For the wizard, you have to choose Divination school, which means you chose to focus your build on the Divination school.

It is easy for a character to get a high initiative, true, but it doesn't just happen accidently. Players make tradeoffs to get a high initiative. You can argue that the tradeoffs aren't significant enough and that it should be harder, but I don't think it's correct to imply that most characters are walking around with a +10 initiative.

3/5

Dorothy Lindman wrote:


For the wizard, you have to choose Divination school, which means you chose to focus your build on the Divination school.

It is easy for a character to get a high initiative, true, but it doesn't just happen accidently. Players make tradeoffs to get a high initiative. You can argue that the tradeoffs aren't significant enough and that it should be harder, but I don't think it's correct to imply that most characters are walking around with a +10 initiative.

Actually, you don't have to focus on Divination spells as a divination wizard. All the school gives is powers based on your school and an extra bonus spell of that school. You can (and I've seen) many divination wizards who focus on Evocation or conjuration.

You actually don't have to focus a lot to get a Charisma based caster up to a high imitative. You can easily get a +10 without Improved Initiative, you can easily take Scion of War (which if you are going for initiative, is a MUCH better choice because it scales with relative power increases) and then take either spell focus or toughness later on.

By mid level, with Scion, you can get a circlet of persuasion for an extra +3 to initiative. A little expensive, but it's a good fit for those scenarios while your waiting to improve a headband or belt.

As for Combat Casting, I'm not sure that I've ever seen a situation in which someone cast a spell only because of combat casting. Casting defensively is only really difficult around levels 1-3, and once you get beyond that it becomes laughably easy to make the check. At level 5, a caster with a +3 mod needs a 13 to cast a third level spell defensively, and most casters probably don't have that low of a mod at level 5. And with the range of most spells or the ability to cast touch spells from afar and then use them as a free action means that most spellcasters should never be in a situation where they HAVE to cast defensively.

Silver Crusade 2/5 *

My cleric had to dump a ton of resources into casting defensively, so I'm not sure what you are talking about. If the roll isn't automatic, there is a change for disaster.

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