Guide to the New Season

Monday, July 27, 2015

We're just a few days away from the start of Season 7: Year of the Serpent! That means it's time for an updated Guide! The first big change you'll see is that we've changed the title to: Pathfinder Society Roleplaying Guild Guide. Pathfinder Society Organized Play has referred to two branches of organized play for the past year, which we have distinguished with the terms Roleplaying Guild and Adventure Card Guild. You'll be seeing more of this term as time goes on.

There are also a few other key changes to note for this revised version of the Guide:

  • Added a new Step 1 to character creation that involves choosing between Core and Standard Mode
  • Updated some of the class-specific replacements and nuances, such as the exclusive use of the summoner class that appears in Pathfinder Unchained
  • Updated the faction symbols to use the new art we released earlier this year
  • Updated Season 7 goals
  • Added a Faction Journal Card section
  • Added a new Core Mode section in Chapter 5
  • Added to the Playtest and Errata section, providing additional ways in which a character can retrain features and resell equipment following a rules update
  • Revised the Slow progression so that one opts to use the slow progression at the very beginning of an adventure, not at the very beginning of a level
  • Presented a concept of Downtime, which is just the Day Job “slot.” This reinforces that everyone has Downtime, even if they don't have a Day Job skill
  • Removed technology and glitch information (now available on the Pathfinder Reference Document)
  • Removed the list of venture-officers, which changes far too frequently these days to update the list only once or twice a year; this information is available online

In addition to the new Roleplaying Guild Guide, we've released new versions of the Faction Journal Cards for you to download. If you're heading out to Gen Con this weekend to play any of the new Season 7 scenarios, you'll want to grab this updated document for your character! We hope they continue to add flavor to the campaign and help you add additional roleplaying elements to your PFS experience.

Thank you to the Pathfinder Society venture-captains, venture-lieutenants, and Jonathan Choy for helping us compile a list of necessary changes!

The Pathfinder Society Team

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Scarab Sages 4/5

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Pathfinder Adventure, Adventure Path Subscriber

Can I request that the Faction Journal Cards be edited to have the appropriate Season label on it (Season 6 vs. 7.)? The cards look nearly identical and it will be less confusing if they have a big Number 6 or 7 on them, or the symbol of the Season (Sky Key vs. Serpent).

I love the Faction Journal Cards, btw. They've added a bunch of flavor to the game, especially older scenarios.

Thanks!

4/5

Chris Mortika wrote:
Blazej wrote:


The two Spymaster abilities values currently don't stack with one another.
Could you explain that position, Blazej? One of them is a competence bonus, and the other is untyped.

When I answered, I was a bit more confident, since I thought the rules explicitly spelled it out. After rereading the wording is different than what I recalled so I'm not as convinced as I was before.

The reason I stacked them together like that was primarily because they have the same name. To me they are effectively the same ability with the same name with a slightly different description so that they fall under the same reward rule earlier in the text.

I could be wrong there, especially since I thought the rules called out boons of the same name rather than a "a duplicate reward".

Sovereign Court 3/5

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
grandpoobah wrote:

Can I request that the Faction Journal Cards be edited to have the appropriate Season label on it (Season 6 vs. 7.)? The cards look nearly identical and it will be less confusing if they have a big Number 6 or 7 on them, or the symbol of the Season (Sky Key vs. Serpent).

Season 7 cards have a '7' in the bottom right corner

Paizo Employee 5/5 Developer

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grandpoobah wrote:

Can I request that the Faction Journal Cards be edited to have the appropriate Season label on it (Season 6 vs. 7.)? The cards look nearly identical and it will be less confusing if they have a big Number 6 or 7 on them, or the symbol of the Season (Sky Key vs. Serpent).

I love the Faction Journal Cards, btw. They've added a bunch of flavor to the game, especially older scenarios.

Thanks!

Although the Season 6 versions (the original set) don't have any special label, I did request a number 7 be added to the newest set. You can see it on each card in the bottom right corner.

4/5

I really hate to open this can of worms, but I do have a vested interest in the answer, so...

'Spells' is an ability-score-dependent feature of a class. The spell list is not explicitly, but the DCs (and other effects) of the spell are dependent on the ability score. Does a change to the spell list therefore allow for a rebuild?

Scarab Sages 4/5

Pathfinder Adventure, Adventure Path Subscriber
redward wrote:

I really hate to open this can of worms, but I do have a vested interest in the answer, so...

'Spells' is an ability-score-dependent feature of a class. The spell list is not explicitly, but the DCs (and other effects) of the spell are dependent on the ability score. Does a change to the spell list therefore allow for a rebuild?

Thanks for pointing that out.

Sczarni 5/5 ⦵⦵

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Starfinder Charter Superscriber
Yesterday, I wrote:

I'm still not reading anything in this new Guide that allows a level 2 character to play through Tier 1 sessions, such as First Steps or Master of the Fallen Fortress.

Can we get a quick confirmation here if they can or not? It's a bit of a conflict.

*cough*


Yesterday I wrote:
So any chance we can get full item resell on this round of errata rebuilds for those affected?

*cough* also, though without special text colors

Sczarni 5/5 ⦵⦵

Starfinder Charter Superscriber

Mine's better =P


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Nefreet wrote:
Mine's better =P

show off...

1/5

Pathfinder Starfinder Roleplaying Game Subscriber
Ryzoken wrote:
Yesterday I wrote:
So any chance we can get full item resell on this round of errata rebuilds for those affected?
*cough* also, though without special text colors
The Pertinent Section? Spoiler'd for Length:
PFSRPGG wrote:

Playtests and Errata

The Pathfinder Roleplaying Game is a living game, and
whether in the form of a playtest that varies from its
final incarnation, conversion from the 3.5 rules set to the
Pathfinder RPG, or an errata or FAQ to the Core Rules,
sometimes game elements change in the course of a PC’s
career. The following guidelines allow players to update or
convert existing characters to use the most current rules.
When rebuilding your character in any way, you must
describe all changes on your next Chronicle sheet in the
Notes section, and your GM must initial that section.
If a feat or trait changes or is removed from the
Additional Resources list:
You have two options. First,
you may either switch the old feat for an updated feat
of the same name in another legal source (if available),
ignoring any prerequisites of the new feat you do not
meet. Alternatively, you may replace the feat (and any of
the old feat’s prerequisite feats) entirely with another
feat for which you meet all the prerequisites. If any of the
feat’s changed directly reference one or more pieces of
equipment you own (such as the weapon selected with the
Weapon Focus feat), you may sell back that equipment at
full market value.
If an ability-score-dependent feature of a class, prestige
class, or archetype is altered:
You may rebuild your
character to its current XP. Keep the same equipment, but
you can resell any equipment that augments the changed
ability score at its full market price.
If a class, prestige class, or archetype changes in such
a way that you no longer have proficiency with a given
weapon or armor type:
You may sell back the affected
equipment and only the affected equipment at full market
value. You may also retrain any feats directly associated
with the affected equipment.
If the price of an item changes to become more expensive:
Sell back the affected equipment at its original full market
value based on its remaining number of charges (if any). So
long as you have enough gp and Fame, you can purchase
the same item at its updated cost.
If the level of a spell changes: You retrain the changed
spell, replacing it with another spell of its original spell
level. You may also retrain one spell of the changed spell’s
new level, but only in order to learn the new spell. Sell back
any potions, scrolls, or wands that use that spell at their
current full market value based on the spell’s old level and
the remaining number of charges.
If a favored class bonus changes: You may reassign all
of your favored class bonus at each level to any of the nowlegal
options.

1/5

Pathfinder Starfinder Roleplaying Game Subscriber
Nefreet wrote:
Yesterday, I wrote:

I'm still not reading anything in this new Guide that allows a level 2 character to play through Tier 1 sessions, such as First Steps or Master of the Fallen Fortress.

Can we get a quick confirmation here if they can or not? It's a bit of a conflict.

*cough*
Spoilered for Length:
PFSRPGG wrote:

Replayable Adventures

All Tier 1 scenarios and Tier 1–2 sanctioned modules are
available for unlimited replay with a 1st-level character for
credit. The sanctioned modules may also be played with a
2nd-level character once for credit in each mode.
GMs may
receive another Chronicle sheet each time they run one of
the Tier 1 scenarios or Tier 1–2 sanctioned modules, but
may only apply a Chronicle sheet to one 2nd-level character
per adventure.
Additionally, campaign GMs who are recognized for
their efforts by receiving GM stars (see page 38), may
receive additional player or GM credit for a number of
non-Tier 1 scenarios or sanctioned modules per GM star
they have earned. For example, a three-star GM may
select any three scenarios or sanctioned modules that she
can then play or GM for credit one additional time each.
For each of these adventures, she can thus earn a total
of three Chronicle sheets, rather than the two normally
allowed. When replaying a scenario with GM-star credit,
the GM completing the Chronicle sheet will annotate the
Notes section of the Chronicle sheet and add “GM Star
Replay Credit × Star” to annotate the use of star credit
replay. The GM Star Replay Credits are a once per star,
lifetime benefit.

5/5 Venture-Agent, California—San Francisco Bay Area North & East aka Pirate Rob

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Wei Ji, the problem is Master of the Fallen Fortress is neither a Tier 1 scenario nor a Tier 1–2 sanctioned module.


The Dark Archive faction is referred to as Dark Archives multiple times, including in the title text for the faction on page 13. It is also referred to as Dark Archive elsewhere in the text. I've always understood the name to be the singular version (as it's referred to on the Faction Journal Card). Either way, it should be named consistently throughout.


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Several typos and spelling mistakes (like "feat's" for the plural of "feat").

The Grammar Nazi doesn't come around here much anymore, so they sent me instead.


Robert Hetherington wrote:
Wei Ji, the problem is

that certain items do not fall under the loose definitions the guide allows resale for and are nonetheless only applicable for a narrow range of characters. Thus, someone playing, say, an occultist arcanist who bought spell lattice or rune stones of power would be eligible for a rebuild but could not resell those wondrous items for full value. As of this post, Compton has mentioned in the petition thread he'd be looking at adjusting the ACG errata rebuild possibly, so pending that resolving, I suppose my question is less critical than Nefreet's...

Don't rub it in Eric... *grumble*

1/5

Pathfinder Starfinder Roleplaying Game Subscriber
Robert Hetherington wrote:
Wei Ji, the problem is Master of the Fallen Fortress is neither a Tier 1 scenario nor a Tier 1–2 sanctioned module.

Let me see here, I KNOW I saw something referring to that... because it also had WBG and such on it, too...

PFSRPGG wrote:

Free RPG Day Modules

The 16-page, Free RPG Day modules are more in line
with a normal Pathfinder Society Scenario. Currently,
these include Master of the Fallen Fortress, We Be Goblins!,
Dawn of the Scarlet Sun, We Be Goblins Too!, & Risen From
the Sands. To bring the Free RPG Day modules more in
line with the rest of Pathfinder Society Organized Play,
all current and future sanctioned Free RPG Day modules
will award 1 XP, 1 PP and the gp amount listed on the
Chronicle sheet if using the medium advancement
track. If using the slow advancement track, they award
1/2 XP, 1/2 PP and half the gp listed on the Chronicle
sheet. These apply only on successful completion of the
adventure. If you have played any of the Free RPG Day
modules listed above and been awarded Chronicle sheets
for them, the XP, Prestige Points, and gp you received
remain unchanged. All other rules for sanctioned
module play, found in Chapter 6 of the Guide to Pathfinder
Society Organized Play, should be followed.

Does THIS help any?

Paizo Employee 5/5 Developer

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redward wrote:

I really hate to open this can of worms, but I do have a vested interest in the answer, so...

'Spells' is an ability-score-dependent feature of a class. The spell list is not explicitly, but the DCs (and other effects) of the spell are dependent on the ability score. Does a change to the spell list therefore allow for a rebuild?

If a class's spellcasting were based on one ability score and changed to another, that would certainly qualify, but I'm inclined to say no to a change in a spell list qualifying for a full rebuild.

Is there a particular example you have in mind?

Scarab Sages 4/5

2 people marked this as a favorite.

I want an answer about Master of the Fallen Fortress as much as anyone, and asking John for a quick update here is fine. If we're going to restart the discussion again, though, it's best to do that over in the existing thread rather than derail this one. Both sides are aware of how the rule reads, and it hasn't changed either side's opinion of what that means. What we really need is what Nefreet is asking for, which is a quick clarification of what level characters can play MoFF.

4/5

John Compton wrote:
redward wrote:

I really hate to open this can of worms, but I do have a vested interest in the answer, so...

'Spells' is an ability-score-dependent feature of a class. The spell list is not explicitly, but the DCs (and other effects) of the spell are dependent on the ability score. Does a change to the spell list therefore allow for a rebuild?

If a class's spellcasting were based on one ability score and changed to another, that would certainly qualify, but I'm inclined to say no to a change in a spell list qualifying for a full rebuild.

Is there a particular example you have in mind?

One would be the addition of SNA to the Shaman, since a summoning build might not need or want a maxed casting stat, and they've got two ability scores to worry about for their class features.

Another (and the one I'm wringing my hands over) is the Spiritualist, whose playtest spell list didn't really incentivize maximizing spell DCs. Basically, when picking my stat array I had to gamble on whether the new spells would be buff-oriented (like the Summoner) or offensive. I backed the wrong horse, and a 6th-level caster with a middling casting stat is not going to be much of a threat.

Scarab Sages 4/5

John Compton wrote:
redward wrote:

I really hate to open this can of worms, but I do have a vested interest in the answer, so...

'Spells' is an ability-score-dependent feature of a class. The spell list is not explicitly, but the DCs (and other effects) of the spell are dependent on the ability score. Does a change to the spell list therefore allow for a rebuild?

If a class's spellcasting were based on one ability score and changed to another, that would certainly qualify, but I'm inclined to say no to a change in a spell list qualifying for a full rebuild.

Is there a particular example you have in mind?

John, I think there is still confusion about what is meant by if an ability-score-dependent-class feature changes. Is it

1) If any class feature, which is dependent on an ability score, changes, then a full rebuild it allowed. For example, Wizard spells are based on Int. If spells changes, then a class feature which is dependent on an ability score has changed.

Or

2) If the ability score on which a class feature is dependent changes, then a full rebuild is allowed. For example, if a Wizard's casting stay were to change from Int to Cha, then a full rebuild would be allowed, but only in a situation where the actual stat used is switched to a different stat.

Dark Archive RPG Superstar 2015 Top 32

Hmmm... I seem unable to download the new cards. The page just reloads. Any thing an issue on that end Robot?

Paizo Employee 5/5 Developer

4 people marked this as a favorite.
redward wrote:
John Compton wrote:
redward wrote:

I really hate to open this can of worms, but I do have a vested interest in the answer, so...

'Spells' is an ability-score-dependent feature of a class. The spell list is not explicitly, but the DCs (and other effects) of the spell are dependent on the ability score. Does a change to the spell list therefore allow for a rebuild?

If a class's spellcasting were based on one ability score and changed to another, that would certainly qualify, but I'm inclined to say no to a change in a spell list qualifying for a full rebuild.

Is there a particular example you have in mind?

One would be the addition of SNA to the Shaman, since a summoning build might not need or want a maxed casting stat, and they've got two ability scores to worry about for their class features.

I'm very reticent to provide retraining to take advantage of a new feature, as that's a tough one to manage without it turning into very slippery slope for both this errata and many future ones.

Quote:
Another (and the one I'm wringing my hands over) is the Spiritualist, whose playtest spell list didn't really incentivize maximizing spell DCs. Basically, when picking my stat array I had to gamble on whether the new spells would be buff-oriented (like the Summoner) or offensive. I backed the wrong horse, and a 6th-level caster with a middling casting stat is not going to be much of a threat.

Let me share some of the text from tomorrow's Additional Resources update, then.

Occult Adventures Additional Resources update wrote:
All playtest versions of the six new base classes from this book are no longer legal for play as of 7/29/15. Anyone playing the playtest version of one of the six new base classes must have updated his or her character as of 7/29/15. Updating the character means retraining any levels in that occult class, adjusting any class features, taking class-appropriate archetypes, and reassigning any skill ranks, feats, traits, or favored class bonuses. As part of the retraining process, such a PC may also sell back any equipment that does not use charges at its full market price (or the price she paid, whichever is lower).

Played a spiritualist during the playtest? Rebuild her as you like, whether that means shuffling around a few ability scores or just building a fighter. If you have a partially charged wand left over, hang onto it for your own use, for someone else to use, or sell it back.

This is among the most liberal post-playtest rebuilds we've done, and it's what you can expect for the Ultimate Intrigue (or something very similar).

4/5

Well that's quite generous indeed.

3/5

Hah! Wish I'd known. After getting burned with my swashbuckler when the ACG came out, I made sure not to play my Occultist beyond her first 3 missions so that I'd be able to retrain her. Still, glad to see the new trend on retrains after playtests... it'll certainly make me less reticent to participate in them in the future.

One thing I'm unclear about: In the past, if an item was changed so as to make it no longer useful for you, you could sell it back at full cost. In the season 7 guide, the only item changes mentioned are increases in costs (though oddly not getting refunds for decreases in cost) rather than item effects. Is the old sell-back rule still relevant for such changes. For a specific example, I now have a Summoning Affinity ring that is nigh-useless as the low level summon is a minor thing, and the only other creature I could summon from the ring was moved to a level too high for me to cast. Can I sell that back at full price (wouldn't you know, I only bought it one session ago?!) so that I can perhaps get one that is still useful to me?

Grand Lodge

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Pathfinder Companion Subscriber

I am curious about the line on Page 31:
If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters).

Does this mean, if I play a Pregen, through a 5-9 Scenario, I can apply the Credit to a first level PC, and have access to Boons/Items of the Chronicle Sheet, along with the 1,398 gp?

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

BBT, notice that the text you have quoted is in the Sanctioned Modules and Adventure Paths section, and thus is specific to modules. You cannot use that text for scenarios.

Grand Lodge 5/5

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Pathfinder Starfinder Adventure Path Subscriber
blackbloodtroll wrote:

I am curious about the line on Page 31:

If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters).

Does this mean, if I play a Pregen, through a 5-9 Scenario, I can apply the Credit to a first level PC, and have access to Boons/Items of the Chronicle Sheet, along with the 1,398 gp?

Page 31 is in the section detailing 3 XP sanctioned modules. For the similar rule on pregens in 1 XP scenarios scenarios, see page 37. (You get 500 gold if you take a scenario's chronicle down to level 1.) Page 21 also indicates that any boons wait until you are of the sub-tier played before they apply.

Grand Lodge

Pathfinder Companion Subscriber

Okay, so I can do as I described, but:

1) Only 500gp is gained.

2) Boons need to wait until appropriate Sub-tier.

However, the items on the Chronicle Sheet are still legal to purchase, correct?

Silver Crusade

Correct

Grand Lodge

Pathfinder Companion Subscriber

Crap.

I have been having some higher tier Chronicles waiting to be applied to some PCs, when they reach the proper Subtier, but with a lack of lower subtier games to apply first, to gain enough XP to get to the required subtier, they sit. Unused.

Now, I can use them.

Was this always so?

Did I just completely miss something?

Grand Lodge 4/5 Venture-Captain, California—Sacramento aka FLite

It has been the rule for at least the last year. I don't remember if it started in season 5 or 6.

Shadow Lodge 5/5

Yeah, it's been around for a year or two. But note you can only apply them to 1st level characters. So once they hit 2nd you have to save them again or start a new character.

Grand Lodge

Pathfinder Companion Subscriber

I understand.

2/5

Pathfinder Adventure, Adventure Path, Rulebook, Starfinder Maps Subscriber
Kelly Youngblood wrote:
blackbloodtroll wrote:

I am curious about the line on Page 31:

If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters).

Does this mean, if I play a Pregen, through a 5-9 Scenario, I can apply the Credit to a first level PC, and have access to Boons/Items of the Chronicle Sheet, along with the 1,398 gp?

Page 31 is in the section detailing 3 XP sanctioned modules. For the similar rule on pregens in 1 XP scenarios scenarios, see page 37. (You get 500 gold if you take a scenario's chronicle down to level 1.) Page 21 also indicates that any boons wait until you are of the sub-tier played before they apply.

For the Free RPG day modules, (specifically We Be Goblins Too) would one use the 1398gp cut off as described Chapter 6 (p30-p31) to apply to a Level 1, or use the page 37 reference.

The guides for seasons 6 and 7 have paragraphs mentioning the free RPG day product, with language that refers anything not covered back to chapter 6. (which would place p 37 out of bounds/context)

Either is fine with me. My brain is just wrapped around the question this evening.

Liberty's Edge 5/5 Venture-Agent, United Kingdom—England—Chester aka Paz

greyst1 wrote:

For the Free RPG day modules, (specifically We Be Goblins Too) would one use the 1398gp cut off as described Chapter 6 (p30-p31) to apply to a Level 1, or use the page 37 reference.

The guides for seasons 6 and 7 have paragraphs mentioning the free RPG day product, with language that refers anything not covered back to chapter 6. (which would place p 37 out of bounds/context)

If assigned to a 1st-level character and applied immediately, WBG2 gives the PC 1 XP, 1 prestige and 500gp immediately, plus immediate access to buy things off the chronicle. The boons on the chronicle don't become 'active' until the PC reaches 2nd level.

Dark Archive RPG Superstar 2015 Top 32

Justin Riddler wrote:
Hmmm... I seem unable to download the new cards. The page just reloads. Any thing an issue on that end Robot?

Tried again this morning and it worked ^_^

The Exchange 4/5

Will the typos and errors be addressed after the con and a new version put out? I ask because have printed this in the past only to have it updated shortly after.

Grand Lodge

On P. 21, under Step 1: it states

Quote:
"Before playing each adventure, you must decide if you will opt for slow advancement."
But on p. 31, under Applying Credit, it states
Quote:
"If a character earns more XP than she needs to reach her next level, she may not choose to switch advancement tracks at the new level earned."
As well as on p. 36, Filling Out a Chronicle Sheet, Step 2: it states
Quote:
"Ensure this selection matches the player's existing track if he is between levels."

Is this just poor editing?

5/5

Yes, it seems so. The intent, I believe, is to allow the switch at the beginning of any scenario.

Silver Crusade 5/5 ⦵⦵⦵ RPG Superstar 2013 Top 8 aka GreySector

Regarding Faction Journal Cards, my understanding is that the only box you can check off when applying a chronicle to a character is the GM'd a scenario box (and that once you have checked all of the boxes for applying a GM chronicle to a character you can no longer check boxes on the character's Faction Journal Card when applying a GM chronicle to that character).

A local GM contends that he should be able to check other boxes as well based on the actions of the PCs during his run of the scenario (I asked him to post about it, so hopefully he'll come on this thread and express his viewpoint better than I ever could).


Since the cards are for actions taken by your character how could it possibly work otherwise?

Grand Lodge 4/5 Venture-Lieutenant, Canada—Manitoba—Brandon aka kevin_video

Depends on the card. Since GMs don't get Day Job checks, it was argued that they should get access to the forfeit a day job check box.

5/5

Under the rules for applying a Chronicle sheet when you run a scenario, it says, "The GM may select any special boons bestowed by a Chronicle sheet, such as free magical treasure, regional boons, or future bonus die rolls." I would suggest that if your character is given the credit for accomplishing scenario goals regardless of whether the characters at the table you run accomplishes those same goals, you should certainly be allowed to take credit for accomplishing the same faction goals that they did accomplish. I don't want to go in to spoilers for specific scenarios, but let me give some examples for the faction in which I am interested in applying credits for goals other than "GMed a scenario" - Scarab Sages. There are scenarios where the setting should automatically qualify you to accomplish a goal of exploring an abandoned ancient site or have three encounters in one of the listed regions. There are scenarios where, if you accomplish the primary and/or secondary success conditions of the scenario, you acquire a gem of sufficient value, recover a sage jewel, or permanently destroy a haunt. I would suggest that the easiest guideline to follow would be that if, as the GM, you would rule that a player would qualify for a particular goal, the PC to whom you assign the Chronicle should be able to receive the same credit. Nothing in the current Faction Card rules suggests otherwise to me.

Sovereign Court 4/5 Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

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I'm pretty sure I've read multiple rulings to the effect that GMing only scores GMing boxes.

You're right that it doesn't come out and say that it's exclusively that on the card. But that is how it's meant.

Scarab Sages 5/5 Venture-Captain, Washington—Spokane

Ascalaphus wrote:

I'm pretty sure I've read multiple rulings to the effect that GMing only scores GMing boxes.

You're right that it doesn't come out and say that it's exclusively that on the card. But that is how it's meant.

^^This^^^

If one is GMing a scenario, the only check boxes on the Faction Card they are allowed to check is the ones for GMing a scenario. As far as the checks where you can check the box if you forgo your day job check, I would argue that GMs should be able to check those boxes since they automatically forgo their day job (see GM Reward Chronicles). On the other hand, after a review of the Faction Cards, since they were not players during the scenario/module/AP the only boxes a GM can check would the GM boxes (probably the reason why it counts as two goals being completed).

5/5

Preston Hudson wrote:
Ascalaphus wrote:

I'm pretty sure I've read multiple rulings to the effect that GMing only scores GMing boxes.

You're right that it doesn't come out and say that it's exclusively that on the card. But that is how it's meant.

^^This^^^

If one is GMing a scenario, the only check boxes on the Faction Card they are allowed to check is the ones for GMing a scenario. As far as the checks where you can check the box if you forgo your day job check, I would argue that GMs should be able to check those boxes since they automatically forgo their day job (see GM Reward Chronicles). On the other hand, after a review of the Faction Cards, since they were not players during the scenario/module/AP the only boxes a GM can check would the GM boxes (probably the reason why it counts as two goals being completed).

When I searched for official rulings regarding this topic, I was not able to find any, but that could just be me. All I could find were other non-official posts referencing an unspecified official post, like these. If anyone can steer me to an official post, I'd be thankful.

It seems to me that a lot of the objection to a GM receiving credit for accomplishing goals is based on the idea that the GM's PC did not participate in the scenario. On the contrary - the GM's credit is exactly as if his character participated in the scenario, as represented by receiving a Chronicle sheet. When future missions reference participation in past adventures, these Chronicles are no different than those for PCs who actually played. Furthermore, the GM's PC receives credit for complete mission success, receiving credit for all desired boons on said sheet, regardless of the actual table result.

Unfortunately, my opinion is that the current rule that "The GM does not get a Downtime." would preclude him from checking a box for making a skill check instead of taking a Day Job check because I think that the intent of creating the term "Downtime" was to represent all of the different applications of this non-scenario time (including time for retraining, etc.). In light of this, I hope that the organized play managers reconsider allowing GMs Downtime. If the intent of allowing GMs credit for playing a scenario that they ran was to encourage more people to GM, I would argue that it is counter-productive to disallow the full benefits of Downtime and Faction Cards.

Sovereign Court 4/5 Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

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@LoPan: found it.

Dafydd wrote:

First, these are AWESOME, I wish I had a game this week to start working on them.

Second, a couple questions:
If I have filled the entire goal of GM, can the next time I GM and apply the chronicle to the character, can I check a different box? One that was still complete able in that scenario of course.

Additionally, if I GM for a high level game (such as a 3-7 or 5-9) can I check the GM box, even if the character getting the chronicle is not in range yet, or do I need to wait till I can apply the chronicle to check the box?

You can only check off GM boxes when you Gm. You can't check off any of the "player" boxes for GMing.

To your second question, the answer is yes.

The Exchange

just downloaded this the other day. not thrilled with being referred to as a guild. reminds me of everquest. but, we didn't get a vote on the subject so... :)

5/5 ⦵⦵⦵

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The "proper" name does sound kinda funny

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