Pathfinder Society Card Game Question: Building with multiple class decks


Pathfinder Adventure Card Society


Basic things is that it seems impossible to optimize characters with only a single class deck. Most characters are specialists requiring certain traits to use their powers. Most cards of one-offs so having multiple copies isnt possible within a single deck
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Zarlova is a Cleric character is a egregious example in Pathfinder Society as her Theurge role allows and specializes in using Arcane spells in addition to Divine spells. Arcane spells are not in the Cleric class deck.

Its particular problematic for any arcane or divine spellcaster as they need to have one or more attacks spells in their hand every turn somehow or else your stuck unable to win against even the weakest enemy. Thats in addition to the massive difference between up to date of obsolete attack spells.

I dont know how some characters can even work like Ezren the Wizard with up to 11 spell cards but only One Disintegrate.

By comparison the difference between a +1 longsword and the +2 longsword is quite small.
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So is it possible to stack class decks to have multiple of the same card?

Outside the Pathfinder Society I would think t would be OK, as it would be costly to buy the same deck or adventure path boxes many times to stack up on a handful of cards.


No, you can't buy multiple class decks to get access to more than 1 copy of the same card.

I do think there are some structural issues with the original 7 class decks (and even a little with the 4 after) that need to be corrected. Vic and company have been looking for solutions to this, stay tuned.

However, I don't think (for example) Ezren absolutely positively needs 2 Disintegrate in his deck. My Pathfinder Adventures Ezren has been running fine with 1. Is this from experience or is it just theorycrafting?

1/5 *

zeroth_hour2 answered your direct question, but I'd like to comment on the comments:

ChaosTicket wrote:
Basic things is that it seems impossible to optimize characters with only a single class deck.

A big part of Guild play is working with what you get between the Class Deck, the awarded cards from the set, and the upgrades you happen to find along the way. Accepting that characters will never be "perfectly optimized" is part of the deal.

It's true that not all of the available characters/roles work well in the Guild play mode. The first seven Class Decks are, as already mentioned, the easy ones to pick on as most have a character who doesn't work well under Guild play due to lack of supporting cards in their decks. Some are workable if you avoid certain powers, while others really only work well in normal play with a set that has the cards they're missing. That still leaves you with plenty of workable characters/roles.

ChaosTicket wrote:
Zarlova is a Cleric character is a egregious example in Pathfinder Society as her Theurge role allows and specializes in using Arcane spells in addition to Divine spells. Arcane spells are not in the Cleric class deck.

Zarlova (CD Theurge) has two powers that reference Arcane out of the 12 available and 6 that you'll get in a typical Season. You can always just ignore them in Guild play or take her Scholar role instead. In non-Guild play those powers will work just fine.

ChaosTicket wrote:
Its particular problematic for any arcane or divine spellcaster as they need to have one or more attacks spells in their hand every turn somehow or else your stuck unable to win against even the weakest enemy.

Not all spellcasters only fight (or even primarily fight) with Spells. More importantly, not all characters are that limited on turns where they can't fight well. Scouting can reveal places where you can explore without fighting; good support abilities can save others from using cards that give explores to overcome problems, thus letting them explore again and handle the fights you couldn't. The game is about achieving the Scenario objectives, not necessarily your character being able to make high Combat checks.

Still, sometimes your only option is to punch the Villain with as many d4s as you can manage and hope for the best. That's how the game goes. (It can make for great memories! :)

ChaosTicket wrote:
Thats in addition to the massive difference between up to date of obsolete attack spells.

While they do get better, in my view the important change is when you get Spells that can be used for multiple checks. The number changes aren't as big a deal.

However, it doesn't matter what the differences are if Spells with the new AD aren't being acquired during the scenario. In our Season of the Shackles Adventure 6 we only had two Spell 6s available for upgrades; one went to my Amaryllis (CD Primalist) and one to our Zarlova (whose Role I don't remember, unfortunately).

ChaosTicket wrote:
I dont know how some characters can even work like Ezren the Wizard with up to 11 spell cards but only One Disintegrate.

If you're playing Ezren in Guild play and you don't see 11 cards you want from the available Spells, perhaps you should choose other Card feats. Personally I'd want a mix of combat and non-combat spells (like those three scouting cards, compared to only one in the Sorcerer deck).


I have to say (and this is admittedly speaking as an outsider to the society aspect), it seems horribly unsatisfying that the answer to a lot of these questions is "don't use that character build" at best and "don't use that character at all" at worst. While I think what Parody describes is a practical approach to take to the problem given the way it is, I think it's still worth exploring how the underlying design problem might be solved.

Doubling up on the same deck doesn't seem like a good solution to me though. It doesn't even solve the Zarlova/arcane problem you mention, and I would imagine it creates more problems than it solves in terms of certain cards being too available. I'm also not convinced Ezren "deserves" two disintegrates either, I agree with him wanting a high density of attack spells but if that means some weaker ones then so be it, yes it's a bigger sacrifice than the fighters have to make but that doesn't make it unfair overall, disintegrate is also a heck of a lot better than any weapon in the first place. Maybe I'm biased because I never saw the spell at all when we played through RotR (and I got along fine without it).

It seems to me like a better solution to the problem would be to have a pool of "general" cards that any character can pick from, thus a few spares of certain types of things in a controlled way, and the ability to be a little creative with your builds. But of course that creates practical problems, you then can't just buy a character deck and play, or at least if you do you're at a relative disadvantage, which might not be important but it's unsatisfying.


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... And some of us really feel that "perfectly optimized" characters are much more boring to play than "weak ones".

Because a "perfectly optimized" character calls for "perfectly optimized" combos and gameplay and "perfectly optimized" always-the-same runthrough of any scenario. So you are playing sudoku or chess (i. e. automatisms).

Works fine for some players. Boring for others.

I agree with Parody that first CD need a revision, but I would object to create perfectly optimized CD.

The funniest turns in the game are the ones when "arcane or divine spellcaster do not have attacks spells in their hand". IMHO.

1/5 *

Irgy wrote:
I have to say (and this is admittedly speaking as an outsider to the society aspect)....

The Guild play rules are key, though. When you make all of the cards in the box available for building your deck many of the issues go away. You might introduce new concerns or limitations but generally the selection of cards in whichever box is a big improvement for the few characters/roles/powers that are limited in their Class Decks.

I'll also emphasize that these character power issues happen much less often outside of the first seven Class Decks. There's been a few threads over the years with ideas for improving those decks that would be compatible with Guild play, if those concerned feel like searching for them to get some ideas. (New CDs and booster packs are big ones.)

If it helps any, things are no different on the RPG side. There's plenty of abilities in the various books that are either not allowed or work differently in Society play than they would in regular games. There's also abilities that don't work as seemingly intended or work as intended but are comparatively worse than other, similar abilities and are thus poor choices for any character in or out of PFS. Some things just don't work.


Frencois wrote:

... And some of us really feel that "perfectly optimized" characters are much more boring to play than "weak ones".

Because a "perfectly optimized" character calls for "perfectly optimized" combos and gameplay and "perfectly optimized" always-the-same runthrough of any scenario. So you are playing sudoku or chess (i. e. automatisms).

Works fine for some players. Boring for others.

I agree with Parody that first CD need a revision, but I would object to create perfectly optimized CD.

The funniest turns in the game are the ones when "arcane or divine spellcaster do not have attacks spells in their hand". IMHO.

Yeah, I think this shows what I would want and what I cannot do. I play strategy, tactical, and statistical progression games alot so any kind of Luck based or limitations on progression. If I could I might houserule it so each die becomes the Average, like 1d10 becomes a 5.5.

In the RPG I kept running into the problems until a change of work schedule meant I could no longer attend the once-a-week RPG day. I dont know if I would go back if I cant go past level 12 on characters.

Card Game, if you cannot improve feats or cards then I dont know why to keep playing other than to talk to the people Ive been playing with for over a year.

The Pathfinder Society feels so stagnant so that people can have registered decks for travel. I like to progress and I dont travel so I really dont fit in..

Silver Crusade 2/5 RPG Superstar 2014 Top 16

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If you don't like games with random elements, I don't really understand why you'd play any Pathfinder-based game. These games are built on dice rolls.

Your specific hangups nonwithstanding, though, I would recommend giving the creators a few months to come up with their solution to making some of those old class decks work better. One nice thing that this long break between base sets provides is time to work on issues like this that have been lower on their priority lists.


In other words, you're unconcerned about roleplaying or story. Fair enough, RPGs aren't for you.

There are a lot of strategy games that have random elements. Even in real life lots of strategy type situations aren't about having a precise view of the situation and solving in a puzzle-type fashion and are more about having a tool for the most potential situations that come up.

But just because it's stagnant for you, doesn't actually mean it's stagnant. I'm not sure your problems _can_ be solved really - you want everchanging content with a system that can be extended infinitely, but without any sort of randomness at all.


Back to the original question. Can you have multiple class decks to build and upgrade your character deck with? Your Answer is "No". Id like to see an actual Paizo official confirm that but I wont violate that out of respect.
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Now the other topic is Why does Pathfinder Society make the box smaller to play in? I just dont get why Pathfinder, which has theoretically unlimited levels and official levels up 20 in any non-prestige class, would make walls to restrict so much. Ive heard its because there are no Pathfinder Society scenarios made past level 12 and since freeplay isnt counted for Pathfinder Society characters everything stops there.

It confounds me that the Pathfinder Society, which was made after Pathfinder, somehow acts like a prototype of Pathfinder.

For me this is just frustating and just means I should go back to videogames like Baldurs Gate or Neverwinter Nights. No chance of translating level 40 characters in Pathfinder Society when it ends much earlier than that.

For the card Game the Pathfinder Society takes a luck base game and dials that up to eleven. So in addition to dice rolling you have a deck and you have a very small chance of finding That One Card that you need to succeed. As you cant have copies you have to believe in the Heart of the Cards. I havent played Yugioh in a long time but I remember you could still have 3 copies of each card. Its crueal teasing to have power based on traits that you cannot use.

In a very simplifed manner its like the old Ford dillema "Any customer can have a car painted any color that he wants so long as it is black", Or Catch 22 if you know what that means. There are a huge number of choices in Pathfinder which Pathfinder Society doesnt allow, so "only black".

I cant use any solutions to the problems when i ask about them. I have to laugh or else I would be crying from all the walls I keep running into.


zeroth_hour2 wrote:

In other words, you're unconcerned about roleplaying or story. Fair enough, RPGs aren't for you.

How many times I said that exact same sentence!

I usually add something like:

"See the greatest heroes in novels, movies... They usually have weaknesses and doubts and bad days. That's what make them humans, and then heroes - beause one day they have some luck and wits and save the world. Role-playing is all about pretending you become a hero, so wouldn't you miss the point/something if there was no weaknesses and doubts and bad days in your cards and dice?"


ChaosTicket wrote:
Back to the original question. Can you have multiple class decks to build and upgrade your character deck with? Your Answer is "No". Id like to see an actual Paizo official confirm that but I wont violate that out of respect.

I don't think you are violating anything by asking. I'm not anyone official, but the question is clarified in the Pathfinder Society Adventure Card Guild Guide.

Pathfinder Society Adventure Card Guild Guide p6 wrote:

What You Need to Bring

Each player needs a copy of the Pathfinder Society Adventure Card Guild Guide (the document you’re reading right now) a Pathfinder Adventure Card Game Class Deck, and a character built using that deck.

Note it says "a" class deck, meaning 1.

Pathfinder Society Adventure Card Guild Guide p7 wrote:

Your Class Deck Box

All of the cards in your character’s Class Deck box must come from your Class Deck, with the following exceptions.
• You can add any character card of the same class (along with a matching role and token card) from any Pathfinder Adventure Card Game Base Set or Character Add-On Deck.
• If the back of your character card names a cohort, you may have any one cohort with that name in your Class Deck box.
• If the back of your character card lists a specific card, that card must be in your Class Deck box.
• You may add 1 of each class-appropriate promo card from the Pathfinder Battles: Iconic Heroes miniatures line to you class deck box (see Promo Cards on page 11).
• You may include other promo cards only if you have earned them as a reward.
For example, if you’re using the Summoner Class Deck, you can use the summoner Balazar from that deck or the one from the Wrath of the Righteous Base Set, and you can include the cohort Padrig from either of those products (but not both); you can also add the Iconic Heroes card Splendiferous Hat to your Class Deck box.

So, you can only add specific things to your one single class deck box.

ChaosTicket wrote:

Now the other topic is Why does Pathfinder Society make the box smaller to play in? I just dont get why Pathfinder, which has theoretically unlimited levels and official levels up 20 in any non-prestige class, would make walls to restrict so much. Ive heard its because there are no Pathfinder Society scenarios made past level 12 and since freeplay isnt counted for Pathfinder Society characters everything stops there.

It confounds me that the Pathfinder Society, which was made after Pathfinder, somehow acts like a prototype of Pathfinder.

For me this is just frustating and just means I should go back to videogames like Baldurs Gate or Neverwinter Nights. No chance of translating level 40 characters in Pathfinder Society when it ends much earlier than that.

For the card Game the Pathfinder Society takes a luck base game and dials that up to eleven. So in addition to dice rolling you have a deck and you have a very small chance of finding That One Card that you need to succeed. As you cant have copies you have to believe in the Heart of the Cards. I havent played Yugioh in a long time but I remember you could still have 3 copies of each card. Its crueal teasing to have power based on traits that you cannot use.

In a very simplifed manner its like the old Ford dillema "Any customer can have a car painted any color that he wants so long as it is black", Or Catch 22 if you know what that means. There are a huge number of choices in Pathfinder which Pathfinder Society doesnt allow, so "only black".

I cant use any solutions to the problems when i ask about them. I have to laugh or else I would be crying from all the walls I keep running into.

The Guide actually addresses this too:

Pathfinder Society Adventure Card Guild Guide p6 wrote:
A Class Deck is an accessory for the Pathfinder Adventure Card Game that contains 3 or 4 characters to choose from, plus the cards you’ll use to play one of those characters for an entire campaign (approximately 30 scenarios). The Class Deck allows for cards earned during play to be added to your deck without taking cards from the base set. (For PFSACG– specific rules for building a character with your Class Deck, see Adventure Card Guild Specific Rules below.)

The whole idea is that you can build your deck without needing cards from the base set. That way, if you play with me one week and my base set has the promo Fire Sneeze and next week you play with someone who doesn't have that promo, you don't lose that card. Or, if you play from my Skull and Shackles box one week and then play from cartmanbeck's Mummy's Mask box the next (which is legal) you don't need my Skull and Shackles cards for your deck.

Now, you could say that you should be allowed to use any card you personally own. I'm only guessing here, but I think there would be two issues with that:

1. People would be less likely to offer their base set to play from because they'd want to use their base set for their own cards.

2. You'd get into a a price war where someone could build a superior character to somebody else because they'd spent more money.

I'm really confident #1 would be a problem, and I'd guess Paizo wouldn't want to see #2 (though I can't say for sure).

That being said, I'd also love to see the class decks be a bit more open and "living". The Fighter Class Deck would be awesome if it included some of those Wrath of the Righteous or Mummy's Mask cards.

Personally, I think it would be great if with each adventure path, they mad a few of the new card legal in specific class decks and let you buy them on Drive Thru or something. For example:

Mummy's Mask has Chain Lighting. It is an awesome card. While you can play MM Ezren with the Wizard Class Deck, he can't get Chain Lightning. So, when Mummy's Mask Deck 3 was released, a Wizard Class Deck Chain Lightning could be made available on Drive Thru. It may or may not be a deck 3 card in the Wizard Class Deck for balance reasons.

And, if necessary, a rule could be added to that list of what can be in your class deck. Maybe you say you can purchase additional cards on Drive Thru, but no more than 5 additional cards can be part of your character deck when you rebuild your character after the scenario or something like that. If there was a need to limit how many additional cards got added, it could be done.

And that way, the Class Deck stay living. I can tweak them a bit to make them work better for characters that come out long after the class deck itself. Or to add in a card I like.

Anyway, that is something I'd personally like to see.

1/5 *

ChaosTicket wrote:
Now the other topic is Why does Pathfinder Society make the box smaller to play in? I just dont get why Pathfinder, which has theoretically unlimited levels and official levels up 20 in any non-prestige class, would make walls to restrict so much.

This goes outside the realm of the card game, but:

The D&D 3.x/Pathfinder systems start to break down at higher levels. Full spellcasters become more powerful at a much faster rate than other character types (often termed "linear fighters, quadratic wizards" or some variation thereof) while certain kinds of character or monster abilities can turn combat encounters into instant death for whoever loses initiative unless you happen to be protected.

Overall it becomes harder to set up encounters that are challenging across a wide variety of character builds, not instant death for anyone who runs into them (barring things like Bonekeep where you're warned beforehand), and still able to be completed in the approximately 4.5 hours for which all standard PFS scenarios are built. You can already see this in some of the combat-oriented 7-11s. (Sometimes because the work the author put into making the 10-11 side work broke the 7-8 side!)

Limiting the levels available makes it easier to release 20+ small adventures every year.

ChaosTicket wrote:
Ive heard its because there are no Pathfinder Society scenarios made past level 12 and since freeplay isnt counted for Pathfinder Society characters everything stops there.

There are a few scenarios and sanctioned modules/APs that give experience above 11, and thus with a bit of planning you can go all the way to 20 if you want and if you have GMs willing to put in the time for you. Our local PFS organizers ran Race for the Runecarved Key at our local game convention this year so folks could finish their journey to level 20.

For the most part, though, Society play is designed for 1-11.

ChaosTicket wrote:
For me this is just frustating and just means I should go back to videogames like Baldurs Gate or Neverwinter Nights. No chance of translating level 40 characters in Pathfinder Society when it ends much earlier than that.

I'm sorry that the Pathfinder Society RPG setup doesn't work for you. Thankfully that's not the only way to play the game! I've played in and run a few different home Pathfinder campaigns where we went from 1-15+ and our groups had a lot of fun.

ChaosTicket wrote:
For the card Game the Pathfinder Society takes a luck base game and dials that up to eleven. So in addition to dice rolling you have a deck and you have a very small chance of finding That One Card that you need to succeed.

OK, I have to ask: have you played the card game using the PFSACG rules? If so, how much? I ask because I almost never feel like I need to draw That One Card to succeed. There are many ways to completing a scenario and (hopefully) you're playing as part of a group and working together. It's true that your card upgrade options are limited, but knowing what options will be available is part of choosing your character. You know exactly what will be available when you start your first Scenario. It's unfortunate that some characters don't work well under the Guild play rules, but hopefully you can see that going in and plan accordingly.

Even with all your careful planning, sometimes you're going to fail. I remember a Scenario a friend and I played that required a check (Craft?) at which we just couldn't succeed: neither of our characters had it, neither of us had any Blessings left, and neither of us had any healing to get Blessings back. It was especially annoying because all of the acquired boons go into a pile rather than in your hand and they go away if you don't succeed, so we had almost nothing. (IIRC, two B Armors.) That's part of the experience.

If the Guild play limitations aren't to your liking, you can always play the Guild Adventure Paths using the standard rules. You can't get "PFS Credit" for them, but if you're enjoying the games then why does it matter?

One last thing:

ChaosTicket wrote:
Card Game, if you cannot improve feats or cards then I dont know why to keep playing other than to talk to the people Ive been playing with for over a year.

I play Guild games more because I like the group we have than because I like the PACG. The game is OK. The group is fun. If you don't miss the group with whom you were playing then I doubt it matters what game you choose.

Paizo Employee Chief Technical Officer

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ChaosTicket wrote:
Back to the original question. Can you have multiple class decks to build and upgrade your character deck with? Your Answer is "No". Id like to see an actual Paizo official confirm that but I wont violate that out of respect.

When multiple community members offer you the same answer, and Mike, Keith, or myself don't step in to say otherwise, its safe to assume that the community is steering you correctly. (While we read the forums thoroughly, if we replied to every question ourselves, we'd never get anything else done.)


Frencois wrote:
zeroth_hour2 wrote:

In other words, you're unconcerned about roleplaying or story. Fair enough, RPGs aren't for you.

How many times I said that exact same sentence!

I usually add something like:

"See the greatest heroes in novels, movies... They usually have weaknesses and doubts and bad days. That's what make them humans, and then heroes - beause one day they have some luck and wits and save the world. Role-playing is all about pretending you become a hero, so wouldn't you miss the point/something if there was no weaknesses and doubts and bad days in your cards and dice?"

Now that is your idea of a specific character, but not characters or the people that make them all are like that. The Pathfinder Society is a guild of mercenaries so anyone being self-righteous while taking gold from the priest in a plague stricken town is absurd.

I think more long-term in basically a Story Arc or Saga. Compare how a character starts to how they end. There is a significant difference in terms of morals but also actual powers.

One fantasy character I like is Harry Dresden. Each book in his series is him dealing with different threats and growing both as a character and in terms of power.

Now other people saying people should only play a certain way is discrimination . I sometimes bring up absurd examples of what people THINK I would make, like a half-dragon, half-lich, half-illithid psychic sorcerer with chainsaw wings firing rainbow deathbeams from its backside that is best friends with the Anti-Monitor and Thanos.

What do I actually try to make? "Hey guys Can I make a level 20 Cleric?"

In the card Game its a simple question as "Hey can my Druid have more than one Holy Light spell in my deck?"

If anything its actually renewed my interests in videogame RPGs.

Sorry but the prejudice Im reading is so absurd its making me laugh.


Ill show you a Card Game character potentially versus Pathfinder Society.

Kyra - Cleric - Class deck version

specializes in using Swords and can forfeit first "free" exploration to use a Divine trait card to heal one character at her location.

Later after picking her Role halfway through the game she can pick a feat to become devoted Sarenrae making her Blessing of Sarenrae more useful.
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So pick powerful swords and since she doesnt need healing spells she can use Attack spells or use them for support like Find Traps.

In theory you could have several +2 Shocking Greatswords, several Holy Light attack spells, and make all your Blessings Of Sarenrae

Now how is that limited? Well the Cleric class deck has few swords, attack spells, and Blessings of Sarenrae.
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If you could use class decks like booster packs to upgrade you character then the problem would shift from things being limited to how much a class deck has to how much money are you willing to spend.

Normally I hate games that require heavy and/or continuous investments of real money. However in this case it actually fixes a major problem. I would hope you could haggle or have sales on card packs to limit costs.

Paizo Employee Chief Technical Officer

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ChaosTicket wrote:
If you could use class decks like booster packs to upgrade you character then the problem would shift from things being limited to how much a class deck has to how much money are you willing to spend.

This is pretty much in exact opposition to our goals. PACG just isn't about building the best deck you can think of so you can crush all the challenges—it's about starting with a limited set of tools that you expand as a result of your actions. This advancement through play is literally the point of the game.

That said, if you want to build decks like you're playing Magic: The Gathering, nobody's going to stop you, but you should realize that subverts the designers' intent in a big, big, way, so you shouldn't be surprised if that results in you having less fun as you stroll through everything that was meant to challenge you.


I think youve gone to far into making things a challenge to the point of redundant multilevel deathtrap that arent supposed to be possible the defeat.

Even if you could build "the best deck" that doesnt mean there are not plenty of counters for individual cards, characters, or builds.

1 For example Masterwork Tools is very useful for taking out low level Barrier cards but is completely useless on anything beyond a threshold of difficulty, not to mention it doesnt work on anything that is not a barrier.

2 Constructs are immune to attack and mental spells, making them extremely difficult if not impossible for many spellcasting characters.

3 Some monsters are immune to weapons.

4 Spells require a test to see if you can recharge them.

5 Using cards at all means you have to find ways to restore them from you discard pile or else doing anything makes you closer to death.

6 There is a turn limit from the blessings deck.

7 Any check whatsoever requires a random dice roll.

8 And of Course shuffling decks to not know what you will pull next.

At no point even with the most effective cards in all the class decks and adventure boxes, marked cards, loaded dice, and so on, there is always a challenge.

Or in other words, ever hear of Schadenfreude?

I can see the reasoning behind not creating a bidding war on strong cards like a trading card game, but the reasoning behind putting heavy limitations on class decks to do something like prevent a Warpriest from every using a Flaming Ranseur +3 is absurd.

Right now Im trying to find out why the Pathfinder Society just hates me.

Grand Lodge

ChaosTicket wrote:
Right now Im trying to find out why the Pathfinder Society just hates me.

Well, I think it's more about attitude. You're wondering why the Pathfinder Society hates you? Maybe it's that you don't want to play the game but beat the game and the system. Your comments describe how you'd like to adjust the rules for your experience.

The rules per Pathfinder and by extension, the Pathfinder Society, give us, the players (and GMs), the parameters that define our play. The Society guide is a subset of Pathfinder RPG and Pathfinder ACG. Now while most of us agree that the original 7 class decks need a bit of help, I wonder if your issue with everything is that you don't want to play the game within the rules. And there's nothing wrong with that. There are plenty of people that do homebrew modifications to the system.

So why does the Pathfinder Society hate you? We don't. There are plenty of viable characters to play. There are plenty of fun characters to play. It may be that you can't really play Zarlova the way you're like to. But there are others. And lots of characters to unlock and try out.


Pathfinder Society, both in the RPG and Card Game has a number of faults that are made so nomadic players can play.

The drawbacks are quite high for a resident player.

In both ingame actions are only of consequence if they effect the overall result.

In the Card Game the limit is to whatever you have in your class deck and any boons cannot be kept. You are limited to changing 1 card per scenario attempt. SO there is a low character ceiling, boons are fairly unimportant.

In the Society RPG, well its a job. You finish it or get nothing. Choices dont matter as much as they could as the final boss of a scenario is the objective. Any drops or enemies rarely contribute to any rewards and the whole thing is a script to play rather than choose your actions.

You cant make and sell items, you cant set up or topple nations, potions are impossible to make!

It basically ruins the entire point of human free will and cuts out enormous parts from the original Pathfinder RPG and Card Games not to mention Dungeons and Dragons itself.

If you think Im not a Roleplayer, Im actually angry I cant start up my own business. How many of you would roleplay as a merchant?

Grand Lodge

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I'm not going to argue with you because it won't make a difference.

The Pathfinders are more than the mercenaries you've described. They're investigators. They're tomb raiders. They do the bidding of the Venture captains and the Society. The scenarios don't lend themselves to being simple merchant.

But that's what Pathfinder is for. You could build a merchant. You could play an NPC type class.

I think the issue is that you're not understanding the storyline behind the Pathfinder Society. It's more than just for mobile players although the design is meant for that. For years, the PFS RPG was designed for Pathfinders to do missions. Just recently, with Season of Plundered Tombs, PFS ACG focused on you being a Pathfinder. Moving forward this concept will continue. In fact, RPG and ACG will merge in that direction. (Yay!)

Again, your complaints about organized play don't exist in standard play. Maybe organized play is not for you. It doesn't sound like you want the limitations. There are people that take the scenarios, both RPG snd ACG, and play them in standard play. You can do that without organized play restrictions but you won't be able to report the characters.

As I always tell people, "if you're not having fun playing the game, stop playing the game". If you don't like the rules of organized play, don't play it in the organized setting. You can play standard Pathfinder rules both RPG and ACG.

Grand Lodge

I should add (as I'm sure you know) that almost all organized play consists of guidelines that are a subset of the normal game rules whether it's Pathfinder, Magic the Gathering or Attack Wing. They exist as a level playing field so that organized play is, well, organized. That players in New York have the same guidelines as the ones in London, Sydney and Seattle.

Community & Digital Content Director

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Removed a handful of escalated posts. We understand that the guidelines for what is and is not allowed in our Organized Play programs may be a deal-breaker for some folks. Much like it is not possible to please our forum community with every decision, it is near-impossible to do so for a worldwide campaign. It is not OK to accuse others of bigotry or being a "game-nazi" for agreeing with or endorsing the guidelines for those campaigns. Because it seems that a good amount of information has been provided to the original poster, I'm going to go ahead and lock this one, as it's unlikely to result in productive discussion.

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