Tiers & Level Gain


Pathfinder Society Playtest

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Paizo Employee ***** Organized Play Manager

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This thread is for the discussion of tiers and level gains for changes for Pathfinder Society in 2019.

For more context to this thread, visit Pathfinder Playtest and Pathfinder Society FAQ.

Sovereign Court **** ⦵⦵⦵ Venture-Agent, Georgia—Atlanta aka The Masked Ferret

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I think that you should consider supporting levels higher than 12 in society play.

Dark Archive ****

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Pathfinder Adventure Path, Companion Subscriber

I think that is one of the things they are considering, given the introduction of the 12-15 tier in the past couple seasons.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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I like the tighter/narrower tiers in Starfinder Society. I hope the new edition's Society adopts those.

*** ⦵⦵ Venture-Agent, California—San Francisco Bay Area North & East

James Krolak wrote:
I like the tighter/narrower tiers in Starfinder Society. I hope the new edition's Society adopts those.

Seconded! I really like that there’s no awkward in-between level. It makes subtier calculation more accurate for more parties.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

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1. Modular Evergreens: While most players don't play 2+ times a week, those who do make fantastic GMs and their enthusiasm is critical. Halflight Path was an excellent modular evergreen scenario, and the more scenarios we get like that early on, the more games the hardcore players will have to get used to the system and refill their repitriore of characters.

2. Routed Evergreens: Like Modular Evergreens, but even easier to prep. For example, the faction missions have us do 6+ mini-quests. Why not just play 3 of the quests per seating? Want to see the others? Play the scenario again. Consortium Compact did something similiar, but I would have preferred if the final encounter was somehow shaped a little by the choice of routes the PCs took.

3. Tighter and narrower tiers are a good thing. 3-7 was way too broad; A level 3 martial will have a difficult time trying to help using their abilities at a table of level 7 characters. The huge gap in gold between characters who played "mostly up" was odd too.

Scarab Sages *****

Kate Baker wrote:
James Krolak wrote:
I like the tighter/narrower tiers in Starfinder Society. I hope the new edition's Society adopts those.
Seconded! I really like that there’s no awkward in-between level. It makes subtier calculation more accurate for more parties.

Same.

I also agree with making sure higher level play is supported. Although I suspect you won't even need a tier supporting level 8 or 9 play until near the end of Season 12 (1).

Shadow Lodge ***** Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

I disagree on the tight tiers. I played through All for Immortality last weekend, which is a tight 12-15. Our apl rounded up to 14, so up we went. And it was a beast. With a mid level, it could have triggered the 4 player reduction as the cushion between tiers.

Shadow Lodge ***** Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

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As far as level one evergreens go, please model it more on First Steps and less on the other evergreens. Or a mix of the two and some of Paths we Choose. This should probably be spun off to its own thread, but I'll try to summarize.

First Steps One (and to a lesser extent the others) takes the party around Absalom and introduces people to the factions. Factions which play a major role in shaping your character.

Other evergreens explore the world and what pathfinders to a bit, but none of them really introduce SOCIETY like First Steps does.

Basically I'd like to see an evergreen version of Paths We Choose. A little thing for each faction, and the GM picks the factions based on what the table sounds interested in. Start off with a briefing by the 3 deans.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

James Anderson wrote:

As far as level one evergreens go, please model it more on First Steps and less on the other evergreens. Or a mix of the two and some of Paths we Choose. This should probably be spun off to its own thread, but I'll try to summarize.

First Steps One (and to a lesser extent the others) takes the party around Absalom and introduces people to the factions. Factions which play a major role in shaping your character.

Other evergreens explore the world and what pathfinders to a bit, but none of them really introduce SOCIETY like First Steps does.

Basically I'd like to see an evergreen version of Paths We Choose. A little thing for each faction, and the GM picks the factions based on what the table sounds interested in. Start off with a briefing by the 3 deans.

I agree. I would love an evergreen wherein the players only have to meet with 3 of the 9 factions, with a fourth encounter being tailored depending on which factions they chose. You could replay it again and again to "meet all the factions", not to mention see what kind of common enemies (or themes) are present in the different factions.

First Steps was great, but in a semi-module evergreen we could have had more meat behind each of the factions' mini-quests.

Sovereign Court *****

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I have always been happy with the xp system that society uses for gaining levels and I continue to hope that that system does not change. 3 xp a level has been one of the best things to be introduced into a worldwide campaign.

Silver Crusade ***** Venture-Captain, Germany—Aschaffenburg-Würzburg

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I am also a big fan of the tiers SFS uses, a level 5 character really should not play in a scenario with a level 1 character.

Also a big fan of keeping 3 XP per level, as well as producing more evergreens like Tome of Righteous Repose and similar scenarios.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

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I really hope we have a modular evergreen like Tome/Halflight Path right from the start. Having a local group, going to conventions and playing online, I kind of crash and burned GMing and replaying "The Commencement" pretty quickly.

Dark Archive ****

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With new tier design, I'd really like to see an end to the "stronger teams get weaker tiers" problem. For example, If four players with levels 5,6,8,9 want to play a tier 5-9 scenario, they have to play the low subtier. If a level 5 character joins them, they now have to play the high subtier. Add another level 5 character, and they're back to the low subtier.

This is weird. Adding to your team should never reduce the subtier difficulty and losing a team member should never increase the subtier difficulty. The reason for this is average party level. Since a level 7 character is (by CR/XP guidelines) as powerful as two level 5 characters, they should be treated as such.

My suggested solution is to use relative powers based on the XP system. If you're the minimum level needed for a scenario, you're 2 points. One level higher is 3 points, a level after that is 4, the next is 6, then 8. Then, set thresholds based on total party points: 4-player low tier for up to 12 points, 6-player low tier for 13 to 22 points, 4-player high tier for 23 to 32 points, and 6-player high tier for 33+ points. The above example (levels 5,6,8,9) is a 2+3+6+8=19-point party, so it gets you the low tier for 6 players. Adding a 5th-level player (21 points) now just keeps you at the low subtier, but adding a final 5th-level player (23 points) now pushes your party into the 4-player high subtier.

Most parties remain unchanged under this system, but you never get a tougher subtier for losing a party member.

Sovereign Court ** Venture-Agent, New York—Syracuse aka Negative Zer0

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None of the 4 categories really fit for this so putting it here:

PLEASE optimize pregens. Now I'm not saying make them min maxed or anything like that but there is a happy medium between min maxing and making pregens some of the worst characters that see play at a table.

Sovereign Court ****

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I'll echo the call for tier system akin to Starfinder, and having a modular evergreen to start, meeting the factions leaders or society leaders as mentioned above would be a great refresher/introduction to the living campaign. As for level gain the 3xp works well, 3 scenarios or 1 module/AP to gain a level.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

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I said this in another thread but it applies here too.

The "rebuild until you are level 2" should be changed so those of us who GM credit a PC have a chance to rebuild until we gain 3 chronicle sheets.

I love being able to play "slow", even though I doubt I'll be doing it until much later.

Letting players replay scenarios for 0 XP has been a life-saver for those of us in groups that have trouble sometimes making even a single table make (due to factors like many of our players being in the military).

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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So, I don't like the fact that after a time, I can no longer play my character. No matter how cool he is, how much work I've put into him. At a certain point he's gone. The addition of high level play would help, however, I feel like, even with playing at half speed, I only get to play any character for 1 year before being forced to make a new character (I got to this calculation by saying if I play once or twice a week and need 33 XP to level 12 that would be 66 sessions when going slow. With 52 weeks in a year and a few conventions thrown in, in about a year the character is dead to me).

My proposal here isn't to make leveling a nightmare. No, it is more to say, that 3 XP per level below 10 seems fine. But maybe at level 11 it becomes 5. Or, maybe I can freeze my character level at a certain point an no longer earn XP/gold. I honestly don't know, but I know that at the moment, my second biggest concern with PFS is that my character's lifespan is so limited.

Sovereign Court

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I would love for xp to be slowed down. Even something as simple as requiring 2+current level to get to next level. (So going from 1 to 2 still takes 3 xp, but going from 7 to 8 takes 9.) Perhaps even 3,3 then current level xp. (Which would be 3,3,3,4,5,6, etc...) Or whatever formula desired, but let us -play- the characters for a while. Not just churn through them.

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Dustin Knight wrote:

I said this in another thread but it applies here too.

The "rebuild until you are level 2" should be changed so those of us who GM credit a PC have a chance to rebuild until we gain 3 chronicle sheets.

I love being able to play "slow", even though I doubt I'll be doing it until much later.

Letting players replay scenarios for 0 XP has been a life-saver for those of us in groups that have trouble sometimes making even a single table make (due to factors like many of our players being in the military).

Wouldn't that, on average, shorten the rebuild window for GMs?

Unless you mean you've gained three chronicle sheets as a player?

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

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Jon-Enee Merriex wrote:

So, I don't like the fact that after a time, I can no longer play my character. No matter how cool he is, how much work I've put into him. At a certain point he's gone. The addition of high level play would help, however, I feel like, even with playing at half speed, I only get to play any character for 1 year before being forced to make a new character (I got to this calculation by saying if I play once or twice a week and need 33 XP to level 12 that would be 66 sessions when going slow. With 52 weeks in a year and a few conventions thrown in, in about a year the character is dead to me).

My proposal here isn't to make leveling a nightmare. No, it is more to say, that 3 XP per level below 10 seems fine. But maybe at level 11 it becomes 5. Or, maybe I can freeze my character level at a certain point an no longer earn XP/gold. I honestly don't know, but I know that at the moment, my second biggest concern with PFS is that my character's lifespan is so limited.

To me, one of the joys of PFS 1e is that it supports a number of play styles. As someone with 37 characters, I don't mind the 3 xp per level rule even at higher level play. But I would be happy to support the reintroduction of slow progression in 2e to support players who don't want to play multiple characters over the course of a year or two.

****

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All for tighter tiers, 3xp per level, and higher 12+ level content!

Scarab Sages *****

At some point, the game system can't support play. Right now, 1.0 doesnt support play after level 20. I don't expect 2.0 to change that.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

Alex Wreschnig wrote:
Dustin Knight wrote:

I said this in another thread but it applies here too.

The "rebuild until you are level 2" should be changed so those of us who GM credit a PC have a chance to rebuild until we gain 3 chronicle sheets.

I love being able to play "slow", even though I doubt I'll be doing it until much later.

Letting players replay scenarios for 0 XP has been a life-saver for those of us in groups that have trouble sometimes making even a single table make (due to factors like many of our players being in the military).

Wouldn't that, on average, shorten the rebuild window for GMs?

Unless you mean you've gained three chronicle sheets as a player?

I meant to say that you should be able to rebuild as much as you want until level 2, and if you started your PC at level 2 or higher, you get 1 free rebuild. Or something. I dunno.

Liberty's Edge **** Venture-Agent, Indiana—Hammond

Tightening up the tiers would help. I have seen a few characters struggle by being the low-level character in a more powerful group.

I think that the 3 xp per level rule works well. Slow advancement sounds like a reasonable option.

I think it is important to keep the discussion going, so I welcome different views. I think the Rule 0 on tiers and level gain is that we focus on what will help people to have fun.

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Dustin Knight wrote:
I meant to say that you should be able to rebuild as much as you want until level 2, and if you started your PC at level 2 or higher, you get 1 free rebuild. Or something. I dunno.

Sorry, I didn't mean to come across as negative there, if I did. I was just thoroughly confused, that's all. You're looking for some way to get a replay in if you start playing a GM credit baby?

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

Alex Wreschnig wrote:
Dustin Knight wrote:
I meant to say that you should be able to rebuild as much as you want until level 2, and if you started your PC at level 2 or higher, you get 1 free rebuild. Or something. I dunno.
Sorry, I didn't mean to come across as negative there, if I did. I was just thoroughly confused, that's all. You're looking for some way to get a replay in if you start playing a GM credit baby?

A rebuild. Partially because sometimes you pick some strange mix of classes and feats and find yourself just not enjoying that style of gameplay. But mostly because you think of a character concept, flesh out the mechanics, then sit down to play and find yourself just unable to roleplay the character the way you wanted. But you've used like 14-21 chronicles on the character...oops.

Even worse: sometimes you use an archetype or class and you just didn't realize how it worked until you sat down and played it. It's especially painful when its an errata you didn't know existed...

Silver Crusade ***** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Dustin Knight wrote:
Alex Wreschnig wrote:
Dustin Knight wrote:
I meant to say that you should be able to rebuild as much as you want until level 2, and if you started your PC at level 2 or higher, you get 1 free rebuild. Or something. I dunno.
Sorry, I didn't mean to come across as negative there, if I did. I was just thoroughly confused, that's all. You're looking for some way to get a replay in if you start playing a GM credit baby?

A rebuild. Partially because sometimes you pick some strange mix of classes and feats and find yourself just not enjoying that style of gameplay. But mostly because you think of a character concept, flesh out the mechanics, then sit down to play and find yourself just unable to roleplay the character the way you wanted. But you've used like 14-21 chronicles on the character...oops.

Even worse: sometimes you use an archetype or class and you just didn't realize how it worked until you sat down and played it. It's especially painful when its an errata you didn't know existed...

I don't know that it's a huge problem for the campaign, but I've done that in a home game before. Been there, done that... and typoed replay for rebuild.

The Exchange ***** Venture-Agent, North Carolina—Charlotte aka eddv

Honestly, I love slowplaying for my GMing credit woes.

I can stick some half-speed credit on a character and not feel the pain of having whole levels skipped on a character I have grown quite fond of.

*****

Need more info on how treasure and WBL works before having good ideas for XP.

Liberty's Edge

Pathfinder Comics Subscriber; Pathfinder Modules Subscriber; Starfinder Charter Superscriber

Personally I would rather track experience than gain a level after three experience. I don't think the math is that hard and I remember it feeling far more compelling tracking actual experience points in the old Living Greyhawk campaign. Perhaps then we could have magic item creation as well. Maybe no one else feels this way as per the above posts no likes to count above 3 (especially for a low tier mod). ;).

Show some love for real xp. It also tend d to make you play more mods as you advanced in order to gain levels.

I'm on a tablet so I'm not gonna put that last sentence where it should be.
Hazah for experience points!

Dark Archive *

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I know how incredibly hard it is to write high level play, it certainly can get absurd. My one hope is we see an intentional path to 20 and even hopefully a game played at lv 20. Certainly, there doesn't need to be much super high level play but getting to use a capstone even if it is just once would really make me feel like what a lv 20 anything should feel like.

I like the xp gain, playing a character slow seems to get a good amount of play time in for what I enjoy.

For tiers, and I mean this as un-offensively as possible, if the authors don't screw upscaling on the encounters and DC's it should be fine. I think there are scenarios that can run a 1-5 reasonably well. I'd like maybe 4 1-3 per every one 1-5, and likewise across the other tiers.

My other hopes are tied to the system over all and not pfs related.

also give us a merch re-roll. I don't want a +2 to talk to trees or a -5 to the DC to swim in quicksand. Just 1 re-roll and have it take the boon slot.

Sovereign Court **** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

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If we're talking First Steps scenarios, I would like to see the Scrolls/Spells/Swords grouping to matter more. It would be interesting to have a replayable L1-2, a replayable L5-6 and a replayable L9-10 themed around them, focusing on basic/intermediate/master training.

Whereas the factions focus more on ideology and what the Society should be doing, these factions more on what it's capable of and what you need to be prepared for.

Sovereign Court **** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

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Regarding rebuilds: I would also like to see the idea enshrined that you can rebuild the character until it's been played a couple of times, instead of tying it to levels. There's at least one boon floating around now that allow starting at level 2, and you'd never get to make emergency repairs to an ailing build like that. Same story if participating in the playtest allows starting at L2. And of course for GM credit babies coming out of the protoplasm vat.

Dark Archive ***** Venture-Captain, Minnesota—Minneapolis aka Silbeg

I will throw my hat in on the tighter tiers as well. It may be a factor of starfinder’s progressions being a little tamer, and that it is harder to min-max character in SF, but it has seemed to have worked better, at least in my limited experience.

3xp still seems right. Allowing slow tracking, eventually, will also help. However, much like SFS, I think that should wait a couple of years, so that folks are actually leveling at a rate to support higher tier adventures.

Grand Lodge **

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I certainly wouldn't mind tighter tiers....but I would also want a pre-gen option in every tier if that happens. As it stands with the broader ranges I almost always have some character that can sit at the table and contribute. With tighter tiers I think it will be more likely that I won't have a character in the level range and won't be able to play.

I also wouldn't mind a simplification to attaching adventures to out-of-tier characters from pregens. Maybe include a line for "Played a pregen, attaching this adventure to a lower level character" and "Played a pregen, attaching this to a higher level character".

I too would like to see the the complete rebuild switched to played instead of credits. I have characters I will never play again because it turned out they weren't able to really contribute to any table due to their build, but DM credits put them beyond the rebuild limit before I realized this.

I wouldn't mind seeing more options to rebuild characters in general. Several of my characters have pretty much useless feat on them. They aren't prerequisites or math feats, just feats that seemed like a good idea at the time but didn't work out, but for various reasons the character cannot afford to retrain them.

I would like to see more evergreens at multiple tiers. Or at least the possibility of more replays. Sometimes an adventure is too cool to play just once (or admittedly, the reward so useful that multiple characters can use it.)

Liberty's Edge *** Venture-Agent, Online

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Sean Montgomery 43 wrote:

Personally I would rather track experience than gain a level after three experience. I don't think the math is that hard and I remember it feeling far more compelling tracking actual experience points in the old Living Greyhawk campaign. Perhaps then we could have magic item creation as well. Maybe no one else feels this way as per the above posts no likes to count above 3 (especially for a low tier mod). ;).

Show some love for real xp. It also tend d to make you play more mods as you advanced in order to gain levels.

I'm on a tablet so I'm not gonna put that last sentence where it should be.
Hazah for experience points!

As someone who played Living Greyhawk, I thought the advancement system was much too slow. I prefer having multiple characters to play and advance than just playing the same PC for most of the campaign.

You pretty much had to play a PC for an entire convention just to gain a level. I played for 6 of the 8 years of the LG campaign and I only got one PC up to the maximum level (15). I had a second at level 9 and a 3rd at level 2. In the 5 years I've played PFS, I've gotten multiple PCs to level 12, a few to 10-11, and a handful to mid level. I could play several PCs over a convention and feel like they all made progress.

I vastly prefer a faster advancement system to a slower one.

*** Venture-Agent, Canada—Alberta—Grand Prairie aka DM Livgin

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I guest it is time to use the GM spells/swords/scrolls boon, no point sitting on it until 5 stars.

Grand Lodge

I too would like a tighter tier system. Maybe 1-3, 3-5, 5-7, 7-9, 9-11, 11-13, 13-15, 15-17, 17-19, & 19-20. I realize this may be unrealistic as it would require more scenarios per season. On the other hand, if you start commissioning them now...;-)

The Exchange *** Venture-Lieutenant, California—Sacramento

The smaller tiers as others have mentioned would be great. Figuring out the out of tier gold is a little annoying, and makes it harder to figure out what everyone gets. If there was just high tier and low tier it would be easier for GM's to reward their players.

I would love to see more content for higher play. Everything seems to stop at 12, and so many characters are forced into retire meant when there is still so much content left to explore with them. Why have options to level 20, but only provide content to level 12, maybe 15...

Having a pregen for each tier would be nice as well. Maybe a level 10, 14, and 19 would work if you plan content for higher levels. Also having someone, or a group of someones reevaluate the pregens for following the rules. It's frustrating when you are using one as a guide and find their point buy is off, or they have something that they technically aren't allowed to.


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For pre-gens, it would be useful to have all their abilities in an easy to read and easy to follow format; there would probably have to be different formats for casters, melee, and ranged characters. For example, Ezren's spell-book is hard to find. I think it would be better to combine his spell-book and memorized spells into one list. Memorized spells could be indicated by a * or something similar. I'd also like to see something on his character sheet that explicitly allows players to change his memorized spells before the adventure. Please make his list of spells more relevant as well - are spider climb or obscuring mist really that useful in the majority of circumstances? I know he's a blaster wizard, but shouldn't more of his evocations be single target rather than AoE, if only to avoid par-boiling the melees in his party?

Can you tell I've played Ezren more than I'd like?

*

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1.) I would love to see content up to level 20. Even being able to retire the character at 21. I have a hard time finding home games to be in and 99% of the time never get to play characters at higher levels. Being able to try out a level 20 power a few times would be great.

2. I also agree with tightening the tier levels up.

3. For me the 3xp system is fine because if you want to play longer all you have to do is slow track and if we get content at higher levels that is even more time with that character.

Liberty's Edge ** Venture-Captain, Nebraska—Omaha

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I see lots of folks asking for very high level content. Keep in mind that encounters at those high levels are very long and complex. It would be almost impossible to scale an encounter at high levels that can be completed in a 4 to 5 hour slot, let alone 3 encounters plus an optional.

If you have ever played a tier 10-11 special at a Con, you will understand what I am saying.

If the campaign was to go past the current 12-15 tier in 2.0, we as players will have to accept longer adventures that may take up to 10 hours to complete and multiple sessions for the same rewards.

*

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Gary Bush wrote:

I see lots of folks asking for very high level content. Keep in mind that encounters at those high levels are very long and complex. It would be almost impossible to scale an encounter at high levels that can be completed in a 4 to 5 hour slot, let alone 3 encounters plus an optional.

If you have ever played a tier 10-11 special at a Con, you will understand what I am saying.

If the campaign was to go past the current 12-15 tier in 2.0, we as players will have to accept longer adventures that may take up to 10 hours to complete and multiple sessions for the same rewards.

That is very true, with the current rules. However, with the new rule set and combat this may change, making higher level combat more viable and quicker, at least more than it is now.

*****

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Gary Bush wrote:
I see lots of folks asking for very high level content. Keep in mind that encounters at those high levels are very long and complex. It would be almost impossible to scale an encounter at high levels that can be completed in a 4 to 5 hour slot, let alone 3 encounters plus an optional.

Jason mentioned in the announcement that part of the rework is to make the game fair and balanced at all levels of play. If PF 2e can fix the higher levels of play, we would be fine getting high level content.

**

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It took a minute to get used to, but I now enjoy the 3 XP per level rate.

If it was higher, it would take me a year to get to 3rd instead of a year to get to 5th.

The tighter tiers like SFS would be better, especially if the power/CR jump isn't as great.

Sovereign Court **** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

Have to say, the jump from L1-2 "no weapon specialization" to L3: "weapon specialization and gear boost" on a Starfinder Soldier - that's not a smooth step, that's a giant leap.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

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I'm sure the tiers for PF2 won't be finalized until we've had some time to playtest the new system and see where the leaps in power are!

***** Regional Venture-Coordinator, Northeast aka Shivok

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I recommend keeping it at 3xp per level and I like to see tighter tiers similar to Starfinder as in the following:

Tier 1 (Level 1-2)
Tier 2 (level 1-4; subtiers 1-2, 3-4)
Tier 3 (Level 5-8; subtiers 5-6, 7-8)
Tier 4 (Level 9-12; subtiers 9-10, 11-12)
Specials (Level 1-12)
Evergreens (Tier locked)
Convention/Hard Mode Unlock (Special addendum no more than 2-4 pages denoting changes to original scenario, with special Chronicle)

****

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I do not recommend using the Starfinder tier system as is.

My LGS has enough players to support one table every other week, and an uncomfortable gap is spreading between people who can make it every game and those who can't. This was made worse by 3-6 scenarios coming out very early in the first season - when one of those gets scheduled, players that are still level 2 on their -701 just don't show up. So those that were level 3 when a T3-6 came out (and was the only scenario that could be scheduled) just played with a table buddy, widening the gap. And we just don't have enough players to reschedule previously played scenarios.

I completely get why Season 0 had Tier 1-7 scenarios.

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