The Future of Pathfinder Society Organized Play, Part XIX: Retuning the Rules

Monday, July 25, 2011

We're just over a week away from Gen Con 2011 and the launch of Pathfinder Society Organized Play's fourth year, dubbed "The Year of the Ruby Phoenix", and the entire editorial staff seems to be under the permanent effects of haste and insanity. While I'm burning the midnight oil from both ends (sorry 'bout the mixed metaphor, but it's accurate), I thought I'd make a short post to preview some of the revisions to the campaign rules themselves, as will appear in the newest version of the Guide to Pathfinder Society Organized Play, which we'll have out shortly.

For full details on these and other changes, you'll have to wait for the full rules, but here's a hint at some of what's in store. Note that none of these rules go into effect until August 4, 2011, when the revised Guide will actually become legal and valid.

  • The nearly out-of-print Seekers of Secrets will be removed from the Core Assumption, replaced with the brand-new Pathfinder Society Field Guide, releasing at Gen Con. This book includes new Prestige Awards unique to each of the 10 factions, new archetypes, spells, equipment, and a section on vanities, which are purchasable with Prestige Points and allow you to own a business or a manor house, have minions and servants to provide you bonuses, and grant you membership into exclusive clubs like thieves' guilds and hunting lodges.
  • Day Jobs are being simplified, and will now be a single Craft, Perform, or Profession check, with all relevant modifiers. Some vanities or Prestige Awards will allow you to use different skills for such checks, including the much requested Sleight of Hand.
  • Characters will be able to switch factions by paying Prestige Points to represent the fewer favors their new faction owes them. All PCs will receive one free faction change beginning on August 4 that must be used before the first session played in Season 3. If you don't play any Pathfinder Society during Season 3, you'll have to pay to change factions in Season 4.
  • New PCs will no longer be restricted from purchasing magic items at character creation. They will still be limited by having only 150 gp to spend on such items, and can't buy anything not on the Always Available list, but now you can start with a scroll or a potion if you've got the money for one!
  • Characters of new factions playing old scenarios will do a faction mission from one of the original five, earning prestige as if that mission had been tied to your faction all along. The pairings will be: Grand Lodge > Osirion; Lantern Lodge > Qadira; Sczarni > Taldor; Shadow Lodge > Cheliax; and Silver Crusade > Andoran.
  • Since Season 3 will feature only one faction mission per scenario, with a second Prestige Point tied to the completion of the overall scenario, Season 0 scenarios with 1 Prestige Point available can be run as written, while scenarios from Seasons 1 and 2 will treat one faction mission as the overall objective and the other as the faction specific objective to maintain the same 2 Prestige Points per scenario.
  • The Guide will also include rules for rebuilding elements of characters using open playtest rules, or when an errata or FAQ of an existing rule causes it to work significantly differently than before.

I guess that's about all I have time for at the moment, because I still have to get the guide polished off and ready to go, not to mention our four new scenarios and Gen Con special, Blood Under Absalom. (The art you're seeing here is a sample of what players in these new adventures have in store, by the way.) Oh, and revised pregens. Yeah, those are finally coming out, as well.

Next week, in the twentieth and final installment of the Future of Pathfinder Society Organized Play blog series, I'll talk a little about some of the exciting gaming opportunities we have planned for Gen Con and reveal the heretofore unmentioned exclusive prizes players in Pathfinder Society and Pathfinder Roleplaying Game delve events will have a chance to win at the show!

Illustrations by Michele Chang

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Tags: Gen Con Michele Chang Pathfinder Society
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Silver Crusade

3 people marked this as a favorite.

That is easily the most awesome centaur design I've seen in a long time.

Arcadian?

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

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?

The Exchange 5/5

Hooray for Day Job simplification!

Grand Lodge 4/5 5/5

Can't wait to get this in my greasy mitts.

Grand Lodge 4/5 *

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!

Grand Lodge 5/5

Lamplighter wrote:

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.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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?


nice female centaur....

2/5 *

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?

Grand Lodge 4/5 *

Jiggy wrote:
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...

Jiggy wrote:
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.

Sczarni 4/5

Jiggy wrote:
Also: did day jobs NEED simplification?

yes, because you have no idea the IRE gnomes made when their gnomish racial ability (I think it was the gnomeish racial) wasn't included in the day job roll

The Exchange 5/5

Jiggy wrote:


Also: did day jobs NEED simplification?

Previously Day Job rolls excluded factors outside of skill ranks, feats & traits. This eliminated bonuses from logical sources such as racial abilities and masterwork tools. A small distinction, but one that never set right with many players.


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.

Liberty's Edge 4/5

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.

Dark Archive

have the rules for quest been given? or is that still unknown?

1/5 **

No surprises here -- we already new about the factions and half the prestige award being tied to the main mission (yay). Seekers of Secrets really needed to go. Might have been nice to see the Inner Sea Primer added to the core, but I appreciate why they wouldn't do so...

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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?

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

JoelF847 wrote:
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".

Grand Lodge 2/5

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.

2/5 *

Pathfinder Lost Omens, Rulebook Subscriber
Jiggy wrote:
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.


Is that a Doll Golem?

Paizo Employee Director of Brand Strategy

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.

4/5

Callarek wrote:
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.

Grand Lodge

One would think that centaur women with larger boobs would suffer a lot of negative related effects considering they probably do a fair bit of rough running. Older centaur women would be prime examples of mega-sag.

Just saying.

Sovereign Court 2/5

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
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?

Grand Lodge 3/5

Mosaic wrote:
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

Shadow Lodge 1/5 Contributor, RPG Superstar 2010 Top 8

I think I recognize that centuar :)


Mosaic wrote:
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.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Mark Moreland wrote:
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!

Grand Lodge 4/5 5/55/5 ***

But it would be relatively easy to define it as any permanent bonus would apply to the check, while temporary bonuses would not

The Exchange 5/5

2 people marked this as a favorite.
Bob Jonquet wrote:
But it would be relatively easy to define it as any permanent bonus would apply to the check, while temporary bonuses would not

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 ;)

Grand Lodge 4/5 5/55/5 ***

Better take cover, I see some *exploding heads* headed in your direction :-)

2/5 *

K Neil Shackleton wrote:

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.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Jiggy wrote:

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?

Well, it's the Internet after all...

1/5 **

Jiggy wrote:

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.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

bugleyman wrote:
Jiggy wrote:

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.

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:

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. ;-)

Doug Miles wrote:
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.


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.

4/5

Jiggy wrote:
bugleyman wrote:
Jiggy wrote:

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.
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. ;)

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. ^_~

2/5 *

Jiggy wrote:
Stuff

We'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.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Jason S wrote:
Jiggy wrote:
Stuff

We'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

Grand Lodge 4/5 5/5

Bob Jonquet wrote:
Better take cover, I see some *exploding heads* headed in your direction :-)

*gets the bucket*

Sovereign Court 4/5

My big question is when are we going to see folks of ill-repute start walking into our local games stores wearing Shadow Lodge or Sczarni t-shirts?


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?

Paizo Employee Creative Director

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.


James Jacobs wrote:
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...

Scarab Sages

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?

Liberty's Edge 4/5 5/5

Friendly Fireball wrote:
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.

Paizo Employee Director of Brand Strategy

Friendly Fireball wrote:
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.

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