Itaimar |
Hello all! :)
I'm playing home games with my group and my plan to introduce them PFS went beyond any measure of success I have predicted. I was sure that they'll like it, but one will be enough. Instead, we actually play one scenario every week, and they just leveled up today to level 2! :O
So, I have encountered some thing I'd like to ask about.
1) I can see many times "if they do X, add/subtract Y gold from their total gold of this scenario". On the other hand, at the end of the scenario there is already a determined gold amount. Is that amount is the base, and I add and subtract from this?
2) Every time one of my group members gets a decease that sticks to the next scenario the party cleric takes his time in healing them between scenarios, actually healing them from the disease. Is this legal? If so, what's the point in the disease?
3) I know the loot you get disappears and you have to buy a new one, but does this include masterwork and basic items? One of my players got a dwarven battleaxe, and it's not in the chronicle sheet. So he keeps it, right? And can he sell it?
4) Is there any restriction to play the early seasons if I exclude the retired scenarios? (seasons 0, 1, 2). Also, is there a time limit? I know 3-5 hours is in the convention, but in our home group we can play a lot longer. Is this forbidden?
5) A bit of a selfish question :D. We finished 3 scenarios, so I'm supposed to get my first star, right? Or do I get stars only when I GM at conventions?
Sorry I'm so tiresome... :)
Thanks ahead,
Itaimar.
Duiker |
1. Yes
2. If a cleric in the group has "remove disease" (or "restoration", or other status-effecting removing stuff) then it's perfectly fine to use them at the conclusion of the scenario. But any status stuff has to be resolved else the character is removed from play (as long as you get back to a town before something kills you, you can pay to have it fixed as appropriate). But since you're saying that you're at level 1, I'm a little confused here. A level 1 cleric isn't going to be able to remove disease. Can you give an example?
3. No, he doesn't keep it, and he can't sell it. The loot doesn't exist outside the scenario.
4. No limits. Also, only a handful of seasons 0, 1, and 2 have been retired, not the whole things (as far as I know).
5. You get your first star at 10 tables of credit, not three. Conventions have nothing to do with it.
FLite Venture-Captain, California—Sacramento |
Hello all! :)
1) I can see many times "if they do X, add/subtract Y gold from their total gold of this scenario". On the other hand, at the end of the scenario there is already a determined gold amount. Is that amount is the base, and I add and subtract from this?
Correct. And it will always be subtract. The gold at the back is the maximum gold they can earn, aside from day jobs.
2) Every time one of my group members gets a decease that sticks to the next scenario the party cleric takes his time in healing them between scenarios, actually healing them from the disease. Is this legal? If so, what's the point in the disease?
To encourage them to have a cleric :)
If you don't have a cleric, failing the disease check can cost you money. Also, some scenarios are long enough that the disease comes into play. And finally, realism (such as it is,) If you fall in sewer water, you have a chance of getting sick. We know you can get better, but that shouldn't change the chance of you getting sick.
3) I know the loot you get disappears and you have to buy a new one, but does this include masterwork and basic items? One of my players got a dwarven battleaxe, and it's not in the chronicle sheet. So he keeps it, right? And can he sell it?
Nope. You hand everything in, and they reimburse you. You can then turn around and buy a masterwork whatever. (It is not on the chronicle sheet, because it is always available.)
4) Is there any restriction to play the early seasons if I exclude the retired scenarios? (seasons 0, 1, 2). Also, is there a time limit? I know 3-5 hours is in the convention, but in our home group we can play a lot longer. Is this forbidden?
Nope. No limit on early scenarios (except for the obvious, cannot get credit for retired scenarios, cannot play or GM any scenario more than once.) And in you home the guide explicitly says take as long as you want.
5) A bit of a selfish question :D. We finished 3 scenarios, so I'm supposed to get my first star, right? Or do I get stars only when I GM at conventions?
You get your first star at 10 games. But they need to be reported online for your star to show up. You (and your players) all need PFS numbers for that, and you can set up your home game as a "private event" and then you report the scenarios under that event, and then you will get a star.
FLite Venture-Captain, California—Sacramento |
2. If a cleric in the group has "remove disease" (or "restoration", or other status-effecting removing stuff) then it's perfectly fine to use them at the conclusion of the scenario. But any status stuff has to be resolved else the character is removed from play (as long as you get back to a town before something kills you, you can pay to have it fixed as appropriate). But since you're saying that you're at level 1, I'm a little confused here. A level 1 cleric isn't going to be able to remove disease. Can you give an example?
Heal skill.
Between long term care and treat disease, most diseases should be treatable by a level 1 cleric with a point in heal.
Duiker |
Duiker wrote:2. If a cleric in the group has "remove disease" (or "restoration", or other status-effecting removing stuff) then it's perfectly fine to use them at the conclusion of the scenario. But any status stuff has to be resolved else the character is removed from play (as long as you get back to a town before something kills you, you can pay to have it fixed as appropriate). But since you're saying that you're at level 1, I'm a little confused here. A level 1 cleric isn't going to be able to remove disease. Can you give an example?
Heal skill.
Between long term care and treat disease, most diseases should be treatable by a level 1 cleric with a point in heal.
Oh right, mundane disease. I was thinking more of the ones that are doing con damage until you make saves two days in a row sort of ones that'll actually mechanically kill you.
The Fox |
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Yeah, what they said. But I want to add...
1. Even though the gp amount listed on the chronicle is MAX GOLD, you really should only subtract from this amount if the players severely screw up. If they don't think to ransack the orphanage to find the silver brooch that is the only memory some kid has of her mom, don't punish the players for it by reducing the gold amount.
If they overcame the challenges of the encounter, they are meant to reap the rewards listed. Only if they fail an encounter should you start reducing the gold.
FLite Venture-Captain, California—Sacramento |
FLite wrote:Oh right, mundane disease. I was thinking more of the ones that are doing con damage until you make saves two days in a row sort of ones that'll actually mechanically kill you.Duiker wrote:2. If a cleric in the group has "remove disease" (or "restoration", or other status-effecting removing stuff) then it's perfectly fine to use them at the conclusion of the scenario. But any status stuff has to be resolved else the character is removed from play (as long as you get back to a town before something kills you, you can pay to have it fixed as appropriate). But since you're saying that you're at level 1, I'm a little confused here. A level 1 cleric isn't going to be able to remove disease. Can you give an example?
Heal skill.
Between long term care and treat disease, most diseases should be treatable by a level 1 cleric with a point in heal.
And even the con damage ones usually do less than an average of 4 damage per day. Which means that long term care (which lets you heal 4 a day) will keep you alive.
Nefreet |
Regarding the Dwarven Battleaxe that was found, the gold value on the Chronicle Sheet assumes in part that you turn in everything you collect and are given that much gold in return.
So, flavor it as the PC picks up the Axe, hands it in to the Grand Lodge for cataloging and compensation, and if the PC wants to keep the Axe, they hand that gold right back over the counter and purchase it from the Grand Lodge vaults.
Woran Venture-Captain, Netherlands |
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Itaimar wrote:4) Is there any restriction to play the early seasons if I exclude the retired scenarios? (seasons 0, 1, 2). Also, is there a time limit? I know 3-5 hours is in the convention, but in our home group we can play a lot longer. Is this forbidden?Nope. No limit on early scenarios (except for the obvious, cannot get credit for retired scenarios, cannot play or GM any scenario more than once.) And in you home the guide explicitly says take as long as you want....
With a small note: You can GM a scenario as often as you like. You can only take a chronicle once for GMing.
If for example you find some new players, and you want to rerun something you already GMd, you are perfectly fine doing so.
Starglim |
Duiker wrote:And even the con damage ones usually do less than an average of 4 damage per day. Which means that long term care (which lets you heal 4 a day) will keep you alive.FLite wrote:Oh right, mundane disease. I was thinking more of the ones that are doing con damage until you make saves two days in a row sort of ones that'll actually mechanically kill you.Duiker wrote:2. If a cleric in the group has "remove disease" (or "restoration", or other status-effecting removing stuff) then it's perfectly fine to use them at the conclusion of the scenario. But any status stuff has to be resolved else the character is removed from play (as long as you get back to a town before something kills you, you can pay to have it fixed as appropriate). But since you're saying that you're at level 1, I'm a little confused here. A level 1 cleric isn't going to be able to remove disease. Can you give an example?
Heal skill.
Between long term care and treat disease, most diseases should be treatable by a level 1 cleric with a point in heal.
Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists (page 556)
Diseases that don't cause CON damage also have to be resolved, because if reduced to 0 in another ability score the character is unplayable.
FLite Venture-Captain, California—Sacramento |
FLite wrote:Duiker wrote:And even the con damage ones usually do less than an average of 4 damage per day. Which means that long term care (which lets you heal 4 a day) will keep you alive.FLite wrote:Oh right, mundane disease. I was thinking more of the ones that are doing con damage until you make saves two days in a row sort of ones that'll actually mechanically kill you.Duiker wrote:2. If a cleric in the group has "remove disease" (or "restoration", or other status-effecting removing stuff) then it's perfectly fine to use them at the conclusion of the scenario. But any status stuff has to be resolved else the character is removed from play (as long as you get back to a town before something kills you, you can pay to have it fixed as appropriate). But since you're saying that you're at level 1, I'm a little confused here. A level 1 cleric isn't going to be able to remove disease. Can you give an example?
Heal skill.
Between long term care and treat disease, most diseases should be treatable by a level 1 cleric with a point in heal.
Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists (page 556)
Diseases that don't cause CON damage also have to be resolved, because if reduced to 0 in another ability score the character is unplayable.
Ah. I missed that. (I kind of thought that was the case, and then I couldn't find it in the part under diseases, so I thought I was wrong.)
In any case, in most cases, disease saves are low enough that with the bonus from treat disease, it should not be hard to make the save.
Daniel Myhre |
Also, don't forget that cursed items generally Identify as a non-cursed item. So even a Detect Magic (or Identify) spell plus Spellcraft Check shouldn't automatically inform them it's cursed. Especially if they only barely beat the spellcraft DC. And even if they ask a spirit what the item is, that spirit can easily be wrong. For example...
Spirit "It my belt of strength! Make Grug much strong."
Ranger gleefully puts on belt, only to discover it's a cursed belt of frailty and his con drops from 14 to 3... and it can't be removed.
Roonfizzle Garnackle |
Apologies for the thread hijack, but I'm not very awake yet and prepping to go to work for the next 9-10 hours, and I had a few questions as someone new to PFS that I was hoping to get answers to.
Background: I have just completed a home game, campaign mode of Mummy's Mask book 1 where the Golarion PFS plays a large part, and am interested in venturing out into (PBP) PFS myself to learn more about how the organization works, and enhance my home game for the next 5 AP Books as we continue.
The questions I have at the moment, are:
Does a Human with a 7 int get 2 skill points, or 3 in PFS? In a home game I'd make a call, but I don't want to do that in PFS.
For the home game I just ran, Can I submit a report of the game, leaving the character's ID's blank, but filling in the PC names, so that if the players wish (I broached the subject ... no one jumped yet) to join PFS down the road they can get credit, and use the GM credit Chronicle sheet on a PBP (Gameday 4, Tier 1-2) game?
If no, I'll simply go delete my attempt to report it from yesterday as I wasn't 100% sure what I was doing anyway.
Nefreet |
Does a Human with a 7 int get 2 skill points, or 3 in PFS? In a home game I'd make a call, but I don't want to do that in PFS.
You'd just go by the general rules for Pathfinder. PFS, for the most part, doesn't change minutiae like that.
A Human... (with the Skilled Racial Trait)
Fighter... (base Class or Archetype that grants 2 skills points)
with 7 Int... (thus granting a -2 modifier)
...would have 2 skill points per level (or 3 with Favored Class Bonus going into skill points).
It's often why you see Fighters that have done just that. Except for Int-based skills, and access to feats, Fighters don't lose out on much by dumping Int.
Paz |
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For the home game I just ran, Can I submit a report of the game, leaving the character's ID's blank, but filling in the PC names, so that if the players wish (I broached the subject ... no one jumped yet) to join PFS down the road they can get credit, and use the GM credit Chronicle sheet on a PBP (Gameday 4, Tier 1-2) game?
If no, I'll simply go delete my attempt to report it from yesterday as I wasn't 100% sure what I was doing anyway.
In theory you shouldn't decide something is a PFS game and report it retrospectively. However, given that it's a new GM and set of new players potentially being introduced to PFS, and the fact that it was an adventure path in campaign mode (so no material difference to the game) that you've only just run, I personally see no issue with reporting it - as long as the players are fine with that.
Presumably if you've tried reporting it, you've already created an event? If so, you should have the ability to print out a sheet of ten pregenerated PFS numbers (link at the bottom of the GM/coordinator tab in your PFS account page). Hand out one of those numbers and a chronicle sheet to each player (with the appropriate details filled in) and they have a way of getting a head start in PFS (but with no commitment if they're not interested). Then use those same player numbers in your reporting.
EDIT: Also, make sure that anyone aiming to play PFS takes a look at the PFS Roleplaying Guild Guide so they're familiar with the character creation rules etc.
Roonfizzle Garnackle |
Thank you! Somehow I'd remembered the min being 2, not 1, but I will adapt and continue on.
Onward to explore Pax's advice on how to handle the other issue! Now that I've got a direction on how to handle things, and how to fairly report things. (Edit- I THINK I was successful)
I accept and understand that I should have had this discussion with the group much earlier in the game, and promise to not make this misstep again.