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Nice Blog.
Though I found the part about Running Season 0 - 2 scenarios and Prestige Points slightly confusing.
I am assuming you mean Running Season 0 that only have 1 faction mission as is, that you can now get 2 faction points for season 0, one for the faction and one for the mission.
Also seems like season 1&2 will really have no difference with PA other then you are calling one faction mission something else, but you still have to complete both to get both PA?

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Well, Season 0 scenarios will become a lot more attractive to play for those concerned about prestige... that's good, as there are some cool stories in there. Season 1 and 2 may actually become less attractive since it sounds like they'll still require 2 faction missions plus the group mission, while Season 0 and 3 will only require 1 plus the group mission to get the 2 PA.
I had hoped day job would just go away, rather than be simplified... it nearly doubles the time required to fill out Chronicles, and makes the "max gold" number worthless. But still, all of this is quibbling - really looking forward to the new Guide and Handbook.
And thank you for the "1 free faction change" rule!

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Well, Season 0 scenarios will become a lot more attractive to play for those concerned about prestige... that's good, as there are some cool stories in there. Season 1 and 2 may actually become less attractive since it sounds like they'll still require 2 faction missions plus the group mission, while Season 0 and 3 will only require 1 plus the group mission to get the 2 PA.
I had hoped day job would just go away, rather than be simplified... it nearly doubles the time required to fill out Chronicles, and makes the "max gold" number worthless. But still, all of this is quibbling - really looking forward to the new Guide and Handbook.
And thank you for the "1 free faction change" rule!
To be honest I am guessing that with Season 2-3, the players only have to complete "1" of the missions instead of both of them. They will not get three points but two. The one for completing the scenario and 1 for completing "one" of their missions.
This is the way I read the statement in the blog on the new rule.

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Hm... The free faction change is intriguing... Question, though: do you have to be a member of a given faction in order to use one of its traits? For instance, one of my characters has the Andoran trait "Captain's Blade". Does this keep him from switching out of the Andoran faction?
Also: did day jobs NEED simplification?

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This sounds really good. I have a few questions though:
1) If we play early on Thursday morning, how am I supposed to find out more details about the new factions if the new PF Field Guide book is only available after I'm done? I'm not ready to decide until I see some more information, particulary on faction awards. Some leniency?
2) Is loot (outside of the chronicles) still limited by how much fame/PA you have?

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For instance, one of my characters has the Andoran trait "Captain's Blade". Does this keep him from switching out of the Andoran faction?
Probably will be covered under the rebuild rules...
Also: did day jobs NEED simplification?
Yes, they did - they weren't a skill check, but a special skill-related roll that only took into account certain modifiers and not others. Had to derive it from first principles every single time, since of course most players didn't know what applied and what didn't. Now it sounds like just a skill roll.

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Doug Miles wrote:Hooray for Day Job simplification!Will it really be simpler? It sounds like it opens the door for stuff like Guidance, Good Hope, masterwork sailor tools (whatever those are), aid another, etc. -- depending on how the new rule is worded.
Guidance, if you can cast it yourself, or have a reliable source, should probably count. As a 0 level spell, and only a +1 competence bonus, it shouldn't be an issue. Of course, it won't stack, as per normal rules, with any other competence bonus.
Good Hope, as a 3rd level spell, is a little more problematical, but by that level, a +2 morale bonus wouldn't be much of a bonus, at any rate.
Masterwork sailor tools? That one is an easy one to answer: Yes. Sailor tools are actually easier to quantify than many other professions' tools are. Belaying pins, sextants, astrolabes, spyglasses (At 1050 gp, that SHOULD count!), just for a few off the top of my head.
Aid another is the most problematical of your issues, since it would require the presence of another PC, and relies on that PC making a DC 10 roll in a skill in which he may not be trained. So, probably limited to being allowed only between PCs who are both trained in the same Day Job skill, which is probably going to be fairly rare, except maybe for Sleight of Hand rolls, and there are other reasons to not allow it there.
Overall, the simplification, to follow the normal skill roll rules, should provide a benefit, if only on reducing the time needed to calculate your PCs' bonuses to the roll.

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Does this mean that Seeker of Secrets is 100% not allowed in PFS now? What about equipment like ioun stones and their resonant qualities with wayfinders?
I don't think they're saying that. The blog said it's being removed from the Core Assumption, which is the list of things everyone at the table is assumed to own a copy of. So it sounds like they're moving from "we assume you have a CRB, this guide, and this other obscure little thing" to "we assume you have the CRB and this guide".

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Seekers of Secrets content is not going to be made illegal, it's just shifting out of the Core Assumption that players and GMs are assumed to have. The new Field Guide will be replacing it in the Core Assumption, and based on my brief read through is a much better player resource for conveying what it means to be a Pathfinder.

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Hm... The free faction change is intriguing... Question, though: do you have to be a member of a given faction in order to use one of its traits? For instance, one of my characters has the Andoran trait "Captain's Blade". Does this keep him from switching out of the Andoran faction?
+1 as I would rather not lost Tomb Raider if I transfer my wizard from Osirian to another faction.

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Because traits represent your character's backstory, you do not lose traits when you change factions. You will lose any faction-specific prestige awards or boons gained or purchased while a member of the faction, and you can not take further traits with the Additional Traits feat from your old faction (both because you can't have two campaign traits, and because you are no longer a member of that faction) but could take a trait from your new faction with Additional Traits, assuming you didn't take a campaign trait at creation.

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hogarth wrote:Doug Miles wrote:Hooray for Day Job simplification!Will it really be simpler? It sounds like it opens the door for stuff like Guidance, Good Hope, masterwork sailor tools (whatever those are), aid another, etc. -- depending on how the new rule is worded.Guidance, if you can cast it yourself, or have a reliable source, should probably count. As a 0 level spell, and only a +1 competence bonus, it shouldn't be an issue. Of course, it won't stack, as per normal rules, with any other competence bonus.
Good Hope, as a 3rd level spell, is a little more problematical, but by that level, a +2 morale bonus wouldn't be much of a bonus, at any rate.
Masterwork sailor tools? That one is an easy one to answer: Yes. Sailor tools are actually easier to quantify than many other professions' tools are. Belaying pins, sextants, astrolabes, spyglasses (At 1050 gp, that SHOULD count!), just for a few off the top of my head.
Aid another is the most problematical of your issues, since it would require the presence of another PC, and relies on that PC making a DC 10 roll in a skill in which he may not be trained. So, probably limited to being allowed only between PCs who are both trained in the same Day Job skill, which is probably going to be fairly rare, except maybe for Sleight of Hand rolls, and there are other reasons to not allow it there.
Overall, the simplification, to follow the normal skill roll rules, should provide a benefit, if only on reducing the time needed to calculate your PCs' bonuses to the roll.
Guidance and Good Hope presumably would not apply because their durations are vastly shorter than the period of time in which you are earning your Day Job (Heroism, especially with a Metamagic Rod of Extend or at higher levels, is a more interesting question, since you could get enough of those to last a full eight-hour day of work). Crafter's Fotune, on the other hand, would likely apply for Craft, since it has a duration intended to affect long-term craft projects.

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Guidance and Good Hope presumably would not apply because their durations are vastly shorter than the period of time in which you are earning your Day Job...
Agree. Even though it's called "Day Job," it actually takes place over many days. I'd say any modifiers that are on-going, like masterwork tools, would count, but anything that has a duration, wouldn't. Basically, would you just factor it into your character stats, or do you have to turn it on and off?

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Rogue Eidolon wrote:Guidance and Good Hope presumably would not apply because their durations are vastly shorter than the period of time in which you are earning your Day Job...Agree. Even though it's called "Day Job," it actually takes place over many days. I'd say any modifiers that are on-going, like masterwork tools, would count, but anything that has a duration, wouldn't. Basically, would you just factor it into your character stats, or do you have to turn it on and off?
I think Mosaic has the right answer here.
Spells: no. Aid another: no. Masterwork tools: yes.IMO

hogarth |

Rogue Eidolon wrote:Guidance and Good Hope presumably would not apply because their durations are vastly shorter than the period of time in which you are earning your Day Job...Agree. Even though it's called "Day Job," it actually takes place over many days. I'd say any modifiers that are on-going, like masterwork tools, would count, but anything that has a duration, wouldn't. Basically, would you just factor it into your character stats, or do you have to turn it on and off?
What about a spell that lasts 24 hours, like Threefold Aspect or an immediate action spell like Gallant Inspiration? Am I allowed to recover my spells and 1/day class abilities (like Natural Divination) before rolling my Day Job? What about abilities that allow you to reroll? What about bardic music, provided I can use it as a swift action?
My point is that, while it may be better to allow everything to add to the Day Job roll, that certainly doesn't make it a "simplification" as Kyle was suggesting.

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Because traits represent your character's backstory, you do not lose traits when you change factions. You will lose any faction-specific prestige awards or boons gained or purchased while a member of the faction, and you can not take further traits with the Additional Traits feat from your old faction (both because you can't have two campaign traits, and because you are no longer a member of that faction) but could take a trait from your new faction with Additional Traits, assuming you didn't take a campaign trait at creation.
Sweetness. I had hoped I'd be able to change Cledwyn's faction safely, as he doesn't really fit that well as an Andoran.
Thanks MM!

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I think Mosaic has the right answer here.
Spells: no. Aid another: no. Masterwork tools: yes.
IMO
I agree with Neil and Mosaic. If the buff is permanent or lasts all day, sure, but something like Guidance, no.
I'd allow Aid Another to work, for the mere fact that the guy aiding isn't getting a Day Job roll himself.

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Correct me if I'm wrong, but it certainly appears to me that we have a thread full of people debating how the new day job rules work before the text has actually been released.
Is that what I'm seeing?
Not really. You're seeing people discussing how they think the rules should work, not having a debate about how the rules (that they haven't seen) do work. Seems fairly routine for a gaming site.

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Jiggy wrote:Not really. You're seeing people discussing how they think the rules should work, not having a debate about how the rules (that they haven't seen) do work. Seems fairly routine for a gaming site.Correct me if I'm wrong, but it certainly appears to me that we have a thread full of people debating how the new day job rules work before the text has actually been released.
Is that what I'm seeing?
I dunno, I'm seeing a lot of "this would work, this wouldn't" and "I'd allow X" and so forth, and not a lot of "it probably means BLAH". I think you're being too generous in your reading. ;)

hogarth |

Correct me if I'm wrong, but it certainly appears to me that we have a thread full of people debating how the new day job rules work before the text has actually been released.
Is that what I'm seeing?
I'm just trying to say that nothing is ever simple. ;-)
I think the best solution would be to leave it up to the GM at each particular table, which would really set off the posters here on the 'boards ;)
Actually, I agree -- I don't think that "table variation" is such a horrible thing, except in the sense that it sometimes encourages whiny players into browbeating the GM.

Enevhar Aldarion |

It is a simple question about the day jobs rolls, actually. Do they happen before or after the end of the scenario? If it happens before the end, then spell effects should be counted, but if it happens after the end of the scenario, then by the rules all spell effects have already ended and new spells cannot be cast. And seeing as how the day job roll is supposed to represent gold earned in between scenarios, and there is no tracking of time passage between scenarios, I would say that bonuses from spells, bardic songs, etc, should not count.

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bugleyman wrote:I dunno, I'm seeing a lot of "this would work, this wouldn't" and "I'd allow X" and so forth, and not a lot of "it probably means BLAH". I think you're being too generous in your reading. ;)Jiggy wrote:Not really. You're seeing people discussing how they think the rules should work, not having a debate about how the rules (that they haven't seen) do work. Seems fairly routine for a gaming site.Correct me if I'm wrong, but it certainly appears to me that we have a thread full of people debating how the new day job rules work before the text has actually been released.
Is that what I'm seeing?
Now be fair--some of the respondents trying to sort it out are Venture Captains. We can't be sure how much of the new ruleset they have already seen in a nascent form. ^_~

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Jiggy wrote:StuffWe're just speculating, if you don't want to read it, then don't. If you're looking for the official rules, they come out next week.
Oh, come now, don't go and get offended and ruin the joke. I'm just poking fun at the way forumgoers tend to phrase all their "speculations" as fact and only say otherwise when cornered. Don't deny me my people-watching hobby. :D

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Mark Moreland:
Could you comment on the prognosis for the Pathfinder Society Field Guide in PFS please?
In particular:
1) Is this one going to be reprinted once the first print run sells out?
2) Is this one going to stay in the PFS core assumption for, say, the next five years?
I'm not Mark, but I can answer:
We're unlikely to reprint the Field Guide if it sells out, but we also have a much better idea of how many to order of our 64 page books these days than we did even a year ago. We should have enough copies to last for many years.

Charles Evans 25 |
Charles Evans 25 wrote:Mark Moreland:
Could you comment on the prognosis for the Pathfinder Society Field Guide in PFS please?
In particular:
1) Is this one going to be reprinted once the first print run sells out?
2) Is this one going to stay in the PFS core assumption for, say, the next five years?
I'm not Mark, but I can answer:
We're unlikely to reprint the Field Guide if it sells out, but we also have a much better idea of how many to order of our 64 page books these days than we did even a year ago. We should have enough copies to last for many years.
Thanks for the speedy response.
It seems to me that if this one's going to be regarded as essential or near-essential for Pathfinder Society players, it's going to be highly popular - especially with new players - and Pathfinder Society is currently rapidly expanding. At a conservative estimate (my UK venture captain would be in a better position to comment) I'd figure the number of PFS players has gone up by an average of ten per cent each year over the past couple of years, here in the UK, based on increased attendance at PaizoCon UK. (Okay, some of the increases in attendance are no doubt down to increased word and reputation amongst pre-existing players, which is why I've rounded it down to ten per cent over each year, and what's going on in the UK is by no means representative of the global situation.)Hmm. But 'many' reads to me like it's aimed at substantially higher than five, which means (if I'm correct) that even if you've significantly underestimated it should be around in the first printing for two or three years...

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So, if I am GMing a second season module, and there is an Andoran Character in the group, and a Silver Crusade character, how do I know which of the two missions to give to each character? Do I just choose which one makes more sense for each?
I assume full details of how to handle faction missions in old scenarios will be in the revised guide, which comes out in a week's time.

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So, if I am GMing a second season module, and there is an Andoran Character in the group, and a Silver Crusade character, how do I know which of the two missions to give to each character? Do I just choose which one makes more sense for each?
Since a Season 2 scenario will only have an Andoran faction mission and not a Silver Crusade faction mission, both will do the Andoran mission.