
Pirate Rob |
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Ahh, I misunderstood.
It's not secret, nothing about it claims to be secret. There's no false information to be given on a critical failure. Even the diverse lore link doesn't possibly give false info.
There's no reason at all for it to be secret. Also, the results pretty much speak for themselves, so even if it were secret it would largely be obvious what the result is (Also you need to know if you can exploit personal/mortal):
Critical Success: Learn all resistances/weakness/immunities including values. Can exploit Mortal or Personal.
Success: Learn highest weakness. Can exploit Mortal or Personal.
Failure: Can exploit Personal
Critical Failure: Become flat-footed
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Not only does nothing in the rules suggest it should be secret, and the result is mostly obvious but knowing the result is pretty important for the functioning of the Thaumaturge class options. Additionly they get powers which have Requirements like "are benefiting from Exploit Vulnerability against a creature".

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Ahh, I misunderstood.
It's not secret, nothing about it claims to be secret. There's no false information to be given on a critical failure. Even the diverse lore link doesn't possibly give false info.
There's no reason at all for it to be secret. Also, the results pretty much speak for themselves, so even if it were secret it would largely be obvious what the result is (Also you need to know if you can exploit personal/mortal):
Critical Success: Learn all resistances/weakness/immunities including values. Can exploit Mortal or Personal.
Success: Learn highest weakness. Can exploit Mortal or Personal.
Failure: Can exploit Personal
Critical Failure: Become flat-footed
---
Not only does nothing in the rules suggest it should be secret, and the result is mostly obvious but knowing the result is pretty important for the functioning of the Thaumaturge class options. Additionly they get powers which have Requirements like "are benefiting from Exploit Vulnerability against a creature".
OH! I stand corrected then! :)

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GM Tiger wrote:The way I've played it for my thaumaturge (and those I have GMed) is to use the single roll for both the Exploit Vulnerability and the subsequent Recall Knowledge. So this is a rare case where the risk of a crit fail on the recall knowledge is minimal as they already know the roll is decent if the exploit succeeded.Can someone more experienced at playing Thaumaturges look at this please? Who's right? I always saw it as using Esoteric to do an RK using the listed DC. Since nobody's ever corrected me before, I just ran with it...
You don't get the critical failure result there, though you also don't get the failure or critical success results. Just success or not.
(Not getting failure is always relevant for Thaumaturges, since they get Dubious Knowledge as a bonus feat.)

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awfully tempted to try running something like Fall of Plaguestone (since it's a lvl 1 adventure, how hard can it be?)
(famous last words, I know) :)

Enchanter Tim |

awfully tempted to try running something like Fall of Plaguestone (since it's a lvl 1 adventure, how hard can it be?)
(famous last words, I know) :)
Multiple character deaths on that one, though it was also the first time any of us were playing 2e. I wonder how it would go with some of the non-core classes and with remaster changes.
I'd join if you did. We could all even play classes we've never played to preserve the newbie feeling.

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Plaguestone is adventure mode. It's also a lvl 1 only adventure. AFAIK it's practically any character you want (someone please correct me if I'm not correct here). You can apply the credit to any PFS-legal PC. 12 XP and 30 treasure bundles I think...
I can try -- I make no promises since this is a bit of a monumental time commitment... (and I've already read part 1 over lunch) :)

GM redeux |

Plaguestone wasn't too bad running, I'd just caution against overcommiting since you're probably looking at 4-8 months or more depending on the pace of the group. I don't know if you have a number of 'slots'/ tables you've found to be your max you can handle but this basically would take one 'slot' for several months. It's doable, just plan ahead with what you're offering and make sure to keep it within your limits.
That said, longer adventures like the standalone adventures or adventure paths are some of the most rewarding stuff to run IMO. I really enjoy being able to have continuity with the same group over a period of time and see the connections they make and stories they tell.

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Plaguestone wasn't too bad running, I'd just caution against overcommiting since you're probably looking at 4-8 months or more depending on the pace of the group. I don't know if you have a number of 'slots'/ tables you've found to be your max you can handle but this basically would take one 'slot' for several months. It's doable, just plan ahead with what you're offering and make sure to keep it within your limits.
That said, longer adventures like the standalone adventures or adventure paths are some of the most rewarding stuff to run IMO. I really enjoy being able to have continuity with the same group over a period of time and see the connections they make and stories they tell.
That I agree with -- playing Troubles in Otari with GM Watery Soup and I've kinda fallen in love not only with my character but also the chemistry between the party.

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Let me clear up some of the tables I'm running at the moment. It appears I just pitched the possibility and 6 players miraculously appeared:
chadius
enchanter Tim
Nomadical
Massee
Lady Redalia
Diaz Ex Machina