Year of the Sky Key Q&A

Monday, September 15, 2014

The start of the Year of the Sky Key has spawned many questions thanks to the faction changes, the release of the Advanced Class Guide, and the use of Technology Guide. In preparation for today's blog, I compiled my list of known questions, polled venture-officers about unanswered questions still at large on the messageboards, filtered out the ones that weren't specific to the organized play campaign (saved to pass along to their associated designers and developers), and wrote out answers and updates to everything that was left.

Warpriest Retraining

Are playtest warpriests able to adjust their ability scores based on the fervor class ability's new dependence on Wisdom?
Yes, page 28 of the Guide to Pathfinder Society Organized Play states that "if a class, prestige class or class feature-dependent ability score is altered," the character qualifies for a rebuild, maintaining the same equipment. That means a character's class choices, feats, skill ranks, spells known, et cetera can change.

Are playtest warpriests able to adjust character features tied to these ability scores (e.g. losing ranks in Diplomacy to instead put them in Sense Motive)?
Yes, see above.

Are playtest warpriests able to alter any other character choices/options (e.g. feats) as part of any rebuilding process?
Yes, see above.

Are playtest warpriests able to take archetypes as part of any rebuilding process?
Yes, see above.

What are the warpriest's retraining synergies (as per Ultimate Campaign's retraining rules on page 190)?
In Pathfinder Society Organized Play, determine the retraining synergies for the Advanced Class Guide classes by substituting one class name for an existing class on the table. For example, an arcanist has the same retraining synergies as a wizard, and any class that lists the wizard as a retraining synergy also has the arcanist as a retraining synergy.

  • Substitute the term "arcanist" anywhere the term "wizard" appears.
  • Substitute the term "bloodrager" anywhere the term "barbarian" appears. Bloodragers have retraining synergy with sorcerers and vice versa.
  • Substitute the term "brawler" anywhere the term "fighter" appears.
  • Substitute the term "hunter" anywhere the term "ranger" appears.
  • Substitute the term "investigator" anywhere the term "alchemist" appears.
  • Substitute the term "shaman" anywhere the term "druid" appears.
  • Substitute the term "skald" anywhere the term "bard" appears. Skalds have retraining synergy with barbarians and vice versa.
  • Substitute the term "slayer" anywhere the term "ranger" appears. Slayers have retraining synergy with rogues and vice versa.
  • Substitute the term "swashbuckler" anywhere the term "fighter" appears.
  • Substitute the term "warpriest" anywhere the term "paladin" appears.

What is the intended interaction between the Guide's and the Additional Resources' entries about retraining for the warpriest? Should one or both be revised based on any of the above rulings?
The Additional Resources page and Guide to Pathfinder Society Organized Play principally conflict regarding warpriest retraining, as no other class's associated ability scores changed between the playtest and final versions of the classes. The Additional Resources page's wording in an important reminder that most classes and most characters do not qualify for comprehensive rebuilds based on the final version of the Advanced Class Guide.

During the playtest, the shaman's spell list had access to summon nature's ally. Is there any rebuilding allowed for those who selected character options that modify summoning such as Augment Summoning?
Shaman characters that selected character options that modify summoning abilities they no longer possess may retrain those features and any immediate prerequisites for those features. For example, such a shaman could retrain Augment Summoning, Superior Summoning, and Spell Focus (conjuration), but not Spell Penetration, Combat Casting, or Improved Initiative. A character can sell back any items that specifically modify summoning abilities, use summon nature's ally, or use summon monster (such as scrolls).

Faction Changes

Does one automatically switch to the successor faction, or is that treated as the one faction change per season?
The change to a successor faction is automatic and does not count as the one free faction change. If your character was a member of the Cheliax faction, she is now part of the Dark Archives faction for free. Try out a scenario as part of that faction, then decide if you want to stick with it or use the free change.

When the five nation-based factions (Andoran, Cheliax, Osirion, Qadira, and Taldor) changed into ideological factions, how many faction-specific features and rewards could a PC retain?
As noted on pages 17-18 of the Guide to Pathfinder Society Organized Play, a member of a retiring faction retains "any faction-specific vanities, titles, traits, prestige items, or other purchases made while the character was a member of the retired faction." As a result, a Cheliax faction PC who purchased the Hellknight prestige award would retain it no matter which faction she ended up joining at the start of Season 6.

Do I also keep any of the faction-specific boons earned on Season 5 Chronicle sheets?
Yes, you keep any of these boons that you earned during Season 5. However, remember that you might not qualify for other faction-specific boons from that faction once you have switched allegiances; page 18 of the Guide to Pathfinder Society Organized Play covers which current factions correspond to earlier nation-based factions for the purposes of earning these rewards.

Is a character benefiting from The Risen faction prestige award required to stay with the Scarab Sages faction as the natural evolution of the Osirion faction?
This is a special case, given the enduring consequences of purchasing that particular prestige award. A character who possessed this prestige award prior to August 14th, 2014 does not qualify for the free faction change. He can, however, pay 3 Prestige Points per character level to change factions, as described on page 17 of the Guide to Pathfinder Society Organized Play. A member of the Scarab Sages faction who acquires The Risen prestige award [on or after August 14th, 2014] is bound to that faction and cannot change factions.

Technology Guide

Is the Technologist feat in Pathfinder Campaign Setting: Technology Guide required to attempt any skill checks regarding technology?
The following text will appear in an updated version of the Guide to Pathfinder Society Organized Play:
"The otherworldly technology associated with Numeria is very different from the rest of the technology available on Golarion,and so far advanced that any comprehensive understanding requires the Technologist feat (Pathfinder Campaign Setting: Technology Guide 7). However, scenarios that include Numerian technology are designed in a way that characters with the Technologist feat have an advantage, yet those without are still able to succeed at the mission. Clever Pathfinders might operate a device by trial and error, infer a device's use by its placement (such as a keypad on a door acting as a lock), or draw logical if crude associations between known items and Numerian technology (such as a laser pistol having the same shape and features as a hand crossbow or Alkenstar firearm)."

How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects.
(This is apparently a question the Design Team has received a few times during the development of Iron Gods, so they were ready to go with an answer!)

Miscellaneous

Investigators have an alchemy class ability similar to that of an alchemist. Are investigators also able to craft alchemical items in Pathfinder Society Organized Play?
Investigators are able to craft alchemical items and poisons as if they were alchemists. This information will appear in an upcoming update to the Pathfinder Society FAQ, both in the poisons section (which will also include the investigator's poison lore class ability) and the alchemist crafting section.

I received a ratfolk or samsaran race boon for volunteering at a recent convention, but the Additional Resources page still says that ratfolk and samsaran options in Advanced Race Guide are not legal for play. Is this ever going to change?
All ratfolk and samsaran alternate racial traits, favored class bonuses, archetypes, equipment, feats, and spells are legal for play. Note that most of these options are limited to ratfolk and samsaran characters respectively following the Advanced Race Guide entry's second paragraph on the Additional Resources page. The next Additional Resources update is set to revise the entry.

What deities can a warpriest worship? The Additional Resources page suggests that only the core 20 deities are legal choices.
This is not the intended interpretation, and the next Additional Resources update is set to revise the entry to read as follows. "To select a blessing, a warpriest must worship a deity that offers the domain of the same name." A warpriest in the organized play campaign is able to select from among any of the legal deity choices.

Can one purchase a ring of eloquence (Pathfinder RPG Advanced Class Guide 216) with any combination of languages? Are restricted or banned languages such as Druidic or Androffan options?
At this time, only two configurations of the ring of eloquence exist in the organized play campaign. The first grants the ability to speak and understand Common, Dwarven, Elven, and Gnome. The second grants the ability to speak and understand Giant, Goblin, Orc, and Undercommon. Rings with other configurations may appear as treasure on Chronicle sheets.

John Compton
Developer

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Removed a post and reply. Please refrain from using "retarded" to indicate things that you believe to be ridiculous or similar on our messageboards. Thanks!

4/5 *

Galnörag wrote:
I find that answer glib, because in the space between those options, characters may have to act out of character or be left with a gross lack of understanding as to what they just did which isn't a satisfactory play experience. Completion of a scenario isn't the objective, enjoyment of the gaming session is.

The GM can and should help here - evocative descriptions made our game of this, since the GM really did a great job conveying the alien feel of technology to us even when we didn't know what it was. The ability to know the game mechanics of what is going on should be totally separate from the in-character experience. If you only enjoy mechanics, I could see where this could be a problem. Both players and GMs need to work harder to run these different genre scenarios.

As for enjoyment: some players enjoy mystery, experimentation, and the possibility that they aren't safe because a developer has ensured that no threats are "too hard" for my PC. YMMV.

4/5 *

One final thought (you didn't think I'd miss the chance to promote my favorite cause, did you? ;)

Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work. (Of course, in this case, if your one thing is "hulk smash!" with a big adamantine weapon, you can probably still do what you always do.)

The idea of Pathfinders as specialists in a team is fine, until only one member of that team can do anything at all and the others are reduced to ineffectiveness. Having a back-up plan, back-up combat style, back-up everything usually doesn't reduce your main thing by much, and lets you play an active role no matter what the situation.

4/5

GM Lamplighter wrote:

One final thought (you didn't think I'd miss the chance to promote my favorite cause, did you? ;)

Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work. (Of course, in this case, if your one thing is "hulk smash!" with a big adamantine weapon, you can probably still do what you always do.)

The idea of Pathfinders as specialists in a team is fine, until only one member of that team can do anything at all and the others are reduced to ineffectiveness. Having a back-up plan, back-up combat style, back-up everything usually doesn't reduce your main thing by much, and lets you play an active role no matter what the situation.

I'll agree that 06-03 rewards well rounded characters.

06-01 punishes those who don't power attack with 2 handed weapons, it doesn't reward anyone.

Silver Crusade 2/5

David_Bross wrote:
06-01 punishes those who don't power attack with 2 handed weapons, it doesn't reward anyone.

Speaking as a two-hand Power Attacker who was in that scenario, let it be known that I in fact WAS rewarded for having other abilities. (Though yes, we probably would have all died without my 2HPA..)

Silver Crusade 4/5

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I was rewarded as well, my friend. Perhaps it has to do with our cause?

4/5

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GM Lamplighter wrote:

One final thought (you didn't think I'd miss the chance to promote my favorite cause, did you? ;)

Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work. (Of course, in this case, if your one thing is "hulk smash!" with a big adamantine weapon, you can probably still do what you always do.)

The idea of Pathfinders as specialists in a team is fine, until only one member of that team can do anything at all and the others are reduced to ineffectiveness. Having a back-up plan, back-up combat style, back-up everything usually doesn't reduce your main thing by much, and lets you play an active role no matter what the situation.

I haven't actually played or GMed those scenarios yet, but I find this assertion a bit unlikely. Unless your definition of well-rounded is that you must have the Technologist feat I don't see how requiring a specific feat to make various skill checks is going to be rewarding for a well rounded character that doesn't have that specific feat.

Well-rounded character
"A locked door! Good thing I have disable device trained. Oh, I can't use that because I don't have Technologist?"
"Some unusual item/architecture/whatever, surely I can get some idea of what it is with my many trained knowledge skills? Or perhaps I can try to activate it with UMD? No? Not without the Technologist feat?"
"A strange creature, maybe all of those knowledge skills will be useful here? No, still need Technologist?"
"Can I try to steal that thing on his belt that looks like a weapon using Sleight of Hand? Nope, apparently not without Technologist."
"Some strange writing? Surely I can interpret it with Linguistics? No, still need Technologist."

Liberty's Edge 4/5 *

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Artoo, you're a bit over the top on a few of your examples. Technologist would have no effect on your sleight of hand to take something or your linguistics to translate text. It also has no effect on your UMD; the issue there is that the item in question is in fact not magical.

What it does do is make things that are literally unheard of hard to understand and figure out. It requires us to play the game and not just roll dice. It requires GMs and players to put a little more thought into what they are doing.

Mike has lamented many times that people complain when the scenarios are written with unusual challenges, rather than accepting them and looking for ways to deal with them. You know what? We shouldn't *always* succeed. There should be things we have to puzzle out. There should be encounters we have to run and hide from. It makes the times we do come out on top more interesting.

5/5 5/55/55/5

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Artoo wrote:


Well-rounded character

Vs Mr Lucky 7s with the adamantite greatsword "ME SMASH PUNY ROBOT. ME SMASH PUNY DOOR. ME SMASH PUNY THING ME NO SMART ENOUGH TO IDENTIFY!" works BETTER as as problem solved than someone with skills.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

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Tony Lindman wrote:
Artoo, you're a bit over the top on a few of your examples. Technologist would have no effect on your sleight of hand to take something or your linguistics to translate text.

Without the Technologist feat you cannot use Linguistics to translate Androffan.

PRD Technology Guide wrote:
A character with the Technologist feat can attempt a Linguistics check to decipher certain complex messages that appear in ruins. Note that many of these messages are written in Androffan.

Dark Archive 2/5

inb4 argument about whether that means you can't translate Androffan without the Technologist feat at all, or just the complex messages in ruins (of which some may be Androffan).

Liberty's Edge 1/5

BigNorseWolf wrote:
Artoo wrote:


Well-rounded character

Vs Mr Lucky 7s with the adamantite greatsword "ME SMASH PUNY ROBOT. ME SMASH PUNY DOOR. ME SMASH PUNY THING ME NO SMART ENOUGH TO IDENTIFY!" works BETTER as as problem solved than someone with skills.

GARGRIM AM SOLVE WITH ADAMANTITE LONG AX! AM BARBARIAN, AM NO TALKY THINKY TYPE. PROBLEM AM HAVE SIMPLE VIOLENT SOLUTION. YOU AM THINKY TYPE. GARGRIM AM NO LIKE THINKY TYPE.

4/5 *

Artoo wrote:
I haven't actually played or GMed those scenarios yet, but ...

When you do get around to actually reading the material, you'll understand I was referring to the combats. Being well-rounded doesn't mean, "I am awesome with *a* weapon *and* *a* skill!" It means being able to handle different situations. If you don't want to go into unknown situations and discover new things, don't be a Pathfinder.

5/5 5/55/55/5

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GM Lamplighter wrote:
Artoo wrote:
I haven't actually played or GMed those scenarios yet, but ...

When you do get around to actually reading the material, you'll understand I was referring to the combats. Being well-rounded doesn't mean, "I am awesome with *a* weapon *and* *a* skill!" It means being able to handle different situations. If you don't want to go into unknown situations and discover new things, don't be a Pathfinder.

What he's referring to is the fact that, with the rules in the technology guide which have been reaffirmed by campaign leadership, your ideal well rounded pathfinder is just as useless at discovering anything as Mongo McSmashysmash. Worse, because Mongo actually can open the locked door.

Silver Crusade 2/5 *

Get technologist on a skill monkey for season 6, and then just retrain it away later.

1/5 **

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David Bowles wrote:
Get technologist on a skill monkey for season 6, and then just retrain it away later.

That works once you know about it. For some reason I can't discern, it isn't mentioned in the Guide to Organized Play (despite there being a "special rules for Season 6" section!)

But even so, how does a season 6 skill-money feat-tax make the game more enjoyable for anyone?

Silver Crusade 2/5 *

It makes it harder, I agree. Just as season 4 make things harder. It's this season's equivalent of loading up on cold iron weapons and anti-outsider tech.

Lantern Lodge 5/5

Holy Urgathoa, people.

Violence is a solution. It shouldn't be the only solution. It isn't. Move on.

1/5 **

David Bowles wrote:
It makes it harder, I agree. Just as season 4 make things harder. It's this season's equivalent of loading up on cold iron weapons and anti-outsider tech.

I guess I see the difference as this: Cold iron is core. Technologist? That changes the way core skills operate. Heck, most people outside the boards whom I've asked don't even know it exists. Plus "Year of the Demon" is a pretty good hint you can expect to deal with Outsiders. "Year of the Sky Key?" Not so much.

Grand Lodge 3/5

Jenter, the Happy Swordsman wrote:
David_Bross wrote:
06-01 punishes those who don't power attack with 2 handed weapons, it doesn't reward anyone.
Speaking as a two-hand Power Attacker who was in that scenario, let it be known that I in fact WAS rewarded for having other abilities. (Though yes, we probably would have all died without my 2HPA..)

Hey, you weren't the only one who 2HPA'd his way to victory that day! But sadly, the only fleshy opponents we faced saw the wisdom of my words, so Father Skinsaw's thirst was not slaked that day.

Silver Crusade 2/5 *

Yeah, there's a difference. The book is not that expensive, and no scenarios require the feat to succeed. Non-skill based PCs aren't affected at all. I agree that perhaps the feat should have been introduced in the guide to society as well.

Liberty's Edge 1/5

Jayson MF Kip wrote:

Holy Urgathoa, people.

Violence is a solution. It shouldn't be the only solution. It isn't. Move on.

GORUM AM DISAGREE. GARGRIM BELIEVE IF NOT SOLVED WITH VIOLENCE YOU HAVE NOT USED ENOUGH VIOLENCE. MURDER HOBO'S AM SHOULD KNOW BETTER!

1/5 **

David Bowles wrote:
Yeah, there's a difference. The book is not that expensive, and no scenarios require the feat to succeed. Non-skill based PCs aren't affected at all. I agree that perhaps the feat should have been introduced in the guide to society as well.

I think it would be clearer. If not included, at least mentioned so people playing skill-based PCs understand the feat and it's implications for their characters.

And in fairness, it may still happen.

Grand Lodge 4/5 *

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Friend Gargrim - we are not all murder hobos; quite the opposite. Our Society is built on a history of resourceful, skilled, quick-witted individuals, with silver tongues back by cold steel when required. I will agree that the Society of today does not recall those glory days; it is no surprise that our masked leaders choose to use us as fodder in gang wars and rank-and-file in armies, since that seems to be what many Pathfinders are suited for.

Yet, there is much to be said for plumbing the unknown, seeing things that no living eye has seen for thousands of years. History is vast, and we are but transient blips; by exploring and discovering, we can glimpse, if only for a moment, the magnificent tapestry of which we are only individual threads. There is grandeur and beauty and power in the tapestry of history, my friend. I bid you, explore the world with eyes wide open, and stay your hand when necessary, lest you destroy knowledge which will never see the light of day. Who knows what secrets your victim might be the last possessor of?

Scarab Sages 1/5 **

Lamplighter wrote:

Friend Gargrim - we are not all murder hobos; quite the opposite. Our Society is built on a history of resourceful, skilled, quick-witted individuals, with silver tongues back by cold steel when required. I will agree that the Society of today does not recall those glory days; it is no surprise that our masked leaders choose to use us as fodder in gang wars and rank-and-file in armies, since that seems to be what many Pathfinders are suited for.

Yet, there is much to be said for plumbing the unknown, seeing things that no living eye has seen for thousands of years. History is vast, and we are but transient blips; by exploring and discovering, we can glimpse, if only for a moment, the magnificent tapestry of which we are only individual threads. There is grandeur and beauty and power in the tapestry of history, my friend. I bid you, explore the world with eyes wide open, and stay your hand when necessary, lest you destroy knowledge which will never see the light of day. Who knows what secrets your victim might be the last possessor of?

Beware Lamplighter, lest you nominate yourself to be the next target of Gargrim's senseless aggression.

Silver Crusade 2/5 *

Two of my PCs have grabbed breadth of experience for this, but I was lucky in that I have two PCs with lots of skills that qualify for this feat.

4/5

GM Lamplighter wrote:
Artoo wrote:
I haven't actually played or GMed those scenarios yet, but ...

When you do get around to actually reading the material, you'll understand I was referring to the combats. Being well-rounded doesn't mean, "I am awesome with *a* weapon *and* *a* skill!" It means being able to handle different situations. If you don't want to go into unknown situations and discover new things, don't be a Pathfinder.

Ah, between this and other posts of yours extolling the virtues of well-rounded characters I had taken your meaning of well-rounded characters to mean ones that are capable of things other than combat. If you're just talking about being capable of contributing to combat in multiple ways, I can see that. Although that's something that's been valuable in past seasons, too.

Tony Lindman wrote:

Artoo, you're a bit over the top on a few of your examples. Technologist would have no effect on your sleight of hand to take something or your linguistics to translate text. It also has no effect on your UMD; the issue there is that the item in question is in fact not magical.

What it does do is make things that are literally unheard of hard to understand and figure out. It requires us to play the game and not just roll dice. It requires GMs and players to put a little more thought into what they are doing.

Mike has lamented many times that people complain when the scenarios are written with unusual challenges, rather than accepting them and looking for ways to deal with them. You know what? We shouldn't *always* succeed. There should be things we have to puzzle out. There should be encounters we have to run and hide from. It makes the times we do come out on top more interesting.

I was pointing out that a well-rounded character won't have much impact. I was assuming well-rounded to mean capable of things other than violence. What you're pointing out is that the players can look for creative solutions. I made no comment on that.

The individual examples weren't the point I was trying to make, some were intentionally over the top although I could see someone with a GM vs player mentality choosing to actually apply some of those interpretations (after all, if you use sleight of hand opposed by a robot's perception isn't that a skill check made against technology?). BigNorseWolf seems to have understood the point I was trying to make, the need for the Technologist feat means that the characters that solve everything with violence are at an advantage over the ones who try to be more well-rounded, for what I assumed to be the intended meaning of well-rounded.

The Exchange 5/5

Gargrim wrote:
GORUM AM DISAGREE. GARGRIM BELIEVE IF NOT SOLVED WITH VIOLENCE YOU HAVE NOT USED ENOUGH VIOLENCE. MURDER HOBO'S AM SHOULD KNOW BETTER!

You can try finesse. It's violence using the smaller muscles.

Or intelligence, the violence of the mind.

Silver Crusade 2/5 *

Most of my PCs are "well-rounded" instead of optimized for murder hoboing, but the martial ones all still have adamantine can openers.

1/5 *

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There is one simple solution to all of this, and it is the one I myself and several of my friends will be utillizing for the next year. Don't play anything from season 6. Skip the whole thing. Fortunately I'm relatively new to PFS, I only started a year ago, and still have many older scenarios to play through. This isn't the kind of game I want to play, so I choose to vote with my feat(and wallet when it comes to the tech guide). After gencon I decided I'd let leadership review things and make any necessary changes, but it seems they think 6-01 and 6-02 are appropriately leveled. I'm sitting out the year of the 2 handed adamintie greatsword, oops I mean the year of the Sky Key, hopefully leadership will notice their mistakes and season seven will be better.

Silver Crusade 2/5 *

All of season 6 won't involve this stuff, just as season 5 wasn't all demons. Plus, I don't think you understand the mechanics well. If I have an adamantine weapon, I don't NEED it to be a great sword.

1/5 **

Personally, I'm just going to avoid running the tech-heavy Season 6 scenarios, because I don't want to have to spring Technologist on any unsuspecting players. I have no issues with playing the Season 6 stuff, because I'm fully-informed about the existence and implications of the feat. :)

Silver Crusade 2/5 *

I've run it with no technologists and it works out fine. They can't identify some of the loot until later. And have to learn enemies by trial and error. It's not much different than not having a detect magic monkey or a knowledge-monger.

My seeker cleric doesn't really know anything other than which buffs people like and to heal when people take damage :)

Sovereign Court 2/5

medtec28 wrote:
There is one simple solution to all of this, and it is the one I myself and several of my friends will be utillizing for the next year. Don't play anything from season 6. Skip the whole thing. Fortunately I'm relatively new to PFS, I only started a year ago, and still have many older scenarios to play through. This isn't the kind of game I want to play, so I choose to vote with my feat(and wallet when it comes to the tech guide). After gencon I decided I'd let leadership review things and make any necessary changes, but it seems they think 6-01 and 6-02 are appropriately leveled. I'm sitting out the year of the 2 handed adamintie greatsword, oops I mean the year of the Sky Key, hopefully leadership will notice their mistakes and season seven will be better.

Not everything is tech heavy. Campaign management has said several times that only some scenarios will feature numerian tech because they acknowledge that it's not for everyone.

Please don't throw out the whole season just because a minority of the scenarios have numerian tech. And please don't tell all your friends the wrong information. You'll miss out for no reason.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

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David Bowles wrote:

I've run it with no technologists and it works out fine. They can't identify some of the loot until later. And have to learn enemies by trial and error. It's not much different than not having a detect magic monkey or a knowledge-monger.

My seeker cleric doesn't really know anything other than which buffs people like and to heal when people take damage :)

I have actually seen players go nuts with finally something they CANT identify off the bat. Because then they can do...

SCIENCE!!!!!!!!!!!!!!

Experimentation is half the fun.

Liberty's Edge 4/5

Acedio wrote:

Not everything is tech heavy. Campaign management has said several times that only some scenarios will feature numerian tech because they acknowledge that it's not for everyone.

Please don't throw out the whole season just because a minority of the scenarios have numerian tech. And please don't tell all your friends the wrong information. You'll miss out for no reason.

Happy to, as long as they tell us _in advance_ which scenarios contain tech. It's a two way street.

Sovereign Court 5/5 *

Pathfinder Rulebook Subscriber
Dead Inside wrote:
Acedio wrote:

Not everything is tech heavy. Campaign management has said several times that only some scenarios will feature numerian tech because they acknowledge that it's not for everyone.

Please don't throw out the whole season just because a minority of the scenarios have numerian tech. And please don't tell all your friends the wrong information. You'll miss out for no reason.

Happy to, as long as they tell us _in advance_ which scenarios contain tech. It's a two way street.

I would imagine the scenario blurbs will probably be the best place to find this out. It has been announced that approximately 6 of the season 6 scenarios will be tech related and we already have 3 of those.

Shadow Lodge 4/5

TriOmegaZero wrote:
Undone wrote:

In 6-02 there is an encounter with an average damage output in the 100 range with specific written tactics that they gang up on 1 target. At low tier the encounter is only in the 40-50 range, because that's a consolation.

The encounters are numerically high using monsters which should by all rights be CR 5 or 6

Could you explain the math behind that? Preferably in a different thread, since this isn't the discussion thread for that scenario.

You know what, never mind. I just got a look at the scenario in question, and the only way you get that damage is consciously choosing to as a GM.

Liberty's Edge 4/5

Kigvan wrote:
Dead Inside wrote:
Happy to, as long as they tell us _in advance_ which scenarios contain tech. It's a two way street.
I would imagine the scenario blurbs will probably be the best place to find this out. It has been announced that approximately 6 of the season 6 scenarios will be tech related and we already have 3 of those.

If you look at season 5, the majority of scenarios mentioned demons directly or indirectly in the blurb even though only a handful actually included demons. It needs to be explicit.

1/5 **

TOZ wrote:
the only way you get that damage is consciously choosing to as a GM.

...and?

;-)

Silver Crusade 2/5 *

Without a target armor class against which their dpr is 100, the above claim is meaningless.

1/5 *

Acedio wrote:


Not everything is tech heavy. Campaign management has said several times that only some scenarios will feature numerian tech because they acknowledge that it's not for everyone.

Please don't throw out the whole season just because a minority of the scenarios have numerian tech. And please don't tell all your friends the wrong information. You'll miss out for no reason.

It's not exactly the tech I have an issue with, more the general theme I noticed with scenario design. If a new level 3 character saves every single gp he gets from the point he starts to play, he can just barely afford an adamantine weapon. Yep season 6 gives us hardness 10 in tier 3-4. Almost resulted in a tpk. And not because the party was a group of ultra speciallized characters, but because nobody was a 2hand fighter, and nobody had adamantine. 3 hours nearly dying twice on an initial encounter isn't fun, and that has little to do with tech.

Now what about my description above is misinformation?

Sovereign Court 2/5

Are you not suggesting that you have a concern that most of the season 6 scenarios are going to feature creatures with hardness 10? The only creatures with hardness 10 are robots, which falls under the umbrella of "tech."

Or is it the fact that "the first two scenarios are difficult in general" that you have an issue with? Maybe the "year of the 2 handed adamintie greatsword" joke threw me off.

1/5 *

I feel hardness 10 is inappropriate in tier 3-4 regardless of what creature type it comes from. Hardness 8 in tier 2-4 is also not appropriate IMHO. Leadership needs to re-evaluate what an appropriate challenge is.

Grand Lodge 5/5

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Pathfinder Adventure Path, Rulebook Subscriber
GM Lamplighter wrote:

Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work. (Of course, in this case, if your one thing is "hulk smash!" with a big adamantine weapon, you can probably still do what you always do.)

I vehemently disagree, these scenario's punish well rounded players, the technologist feat is a specialization, and without it, all the other well rounded skills become useless.

Moreover the skill system is the way by which players are intended to explore the corners of the story in a way their character can relate too. A player may make astute observations and ask questions to get a player understanding, or they may role play to get additional information where there are NPCs to interact with, but when a player wants there character to understand the nature of a spooky alter, then need knowledge religion to infer more then surface observations, if they want to speculate on the stability of a structure they need knowledge engineering. Attempting to divorce the rule system from the game and then saying the game is fine is disingenuous to me.

5/5

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Galnörag wrote:
GM Lamplighter wrote:
Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work.
I vehemently disagree, these scenario's punish well rounded players, the technologist feat is a specialization, and without it, all the other well rounded skills become useless.

I'm going to take a wild guess that either you haven't played 6-03 or didn't really play 6-03.

Sovereign Court 2/5

1 person marked this as a favorite.
The Fun Sponge wrote:
Galnörag wrote:
GM Lamplighter wrote:
Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work.
I vehemently disagree, these scenario's punish well rounded players, the technologist feat is a specialization, and without it, all the other well rounded skills become useless.
I'm going to take a wild guess that either you haven't played 6-03 or didn't really play 6-03.

4.5 stars for a reason!

The Exchange

The Fun Sponge wrote:
Galnörag wrote:
GM Lamplighter wrote:
Scenarios like 6-01/02/03 reward characters who are well-rounded. If all you can do is one thing really well, you are hooped when that one thing doesn't work.
I vehemently disagree, these scenario's punish well rounded players, the technologist feat is a specialization, and without it, all the other well rounded skills become useless.
I'm going to take a wild guess that either you haven't played 6-03 or didn't really play 6-03.

Can you blame him?

After the absurdity that was the Sealed Gate I have no intention of ever playing a Kyle Baird scenario again. And I wouldn't blame anyone else who took the same approach.

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