Pathfinder Playtest: Return to the Crypt

Friday, March 9, 2018

As part of our announcement for Pathfinder Second Edition, we recorded a game session with the hilarious crew from the Glass Cannon Network. They were kind enough to invite us to their studio in New York, where Erik Mona and I playtested the game with them, converting the first ever Pathfinder Module, Crypt of the Everflame, to the new rules.

Because this was a live session, and because I was converting this adventure "on the fly," I thought it might be useful to all the listeners out there to include a companion blog post that explores some of the spoilers from the recording and corrects a few of the mistakes that we made during play.

Note that the following commentary includes spoilers, so if you have not listened to the podcast, you should probably go and download it from the Glass Cannon Network site right now (or from wherever you subscribe to podcasts). Entries include an approximate time stamp to let you know at what point they happen during the session.

Commentary for Part 1

This commentary refers to the first part of the podcast.

  • (03:00) I should note that the new version of Pathfinder has been in design now for well over two years. The first playtest of the core mechanics was only a few months into the design process, back in 2016.
  • (04:00) Obligatory Princess Bride reference.
  • (04:40) The only preparation for this adventure was to pull together existing monster statistics that correspond to those in the adventure. So, if the adventure featured wolves, the document I had with me had the new wolf stat block. Nothing else was converted—not the traps, random skill challenges, or monsters—without a corresponding converted stat block.
  • (06:00) This is the actual beginning of the module, starting with player and character introductions and the reveal of the adventure they are about to undertake. For ease of reference, the players and their characters listed here:

    Pherise (Matthew Capodicasa), Elf Rogue
    Mamolo Blunch (Skid Maher), Goblin Alchemist
    Keith Slashmaster (Troy Lavallee), Human Fighter
    Grellun the Green (Erik Mona), Human Wizard,
    Emmerich Kant (Joe O'Brien), Human Paladin
    Sifferus Sufferas the Vociferous (Grant Berger), Human Cleric

  • (31:40) The first skill check in the game is a Society check. This skill covers knowledge about towns, people, their customs, and their history. The information they are looking for here is relatively common knowledge, and the number they needed to roll (the Difficulty Class) is only a 10. Keith (Troy) fumbled the check and got false information, which was quickly debunked by the others.
  • (35:30) The party leaves town, entering exploration mode as they venture into the Fangwood.
  • (39:00) Erik, playing Grellun, just starts reading the spell descriptions from his character folio. Of note, when he reads off acid splash, he mentions "somatic" and "verbal," which does not seem to be much of a spoiler, but those are actually the names of the two actions you must spend to cast the spell!
  • (39:50) To keep the adventure moving along, in the hope to make this only a few hours long in total, there are a number of minor encounters that get skipped. During the journey, for example, I left out the encounter with the wolves, as it is ultimately unnecessary to the overall plot. Of course, the game still ran extremely long, due in large part to the fact that we were just having too much fun.
  • (40:10) Here we have the first fight of the game, against a trio of bloodthirsty orcs.
  • (43:50) That's right, Perception is no longer a skill. Your class gives you an initial proficiency in Perception and might possibly increase it over time.
  • (47:30) A note on attacking more than once in a round. If he had attacked with all three of his actions, the third attack would have been at an even larger penalty.
  • (54:10) Most of the maneuvers—grabbing, disarming, tumbling, and tripping—are now associated with the Acrobatics or Athletics skills.
  • (59:00) As the fight rages on, it quickly becomes apparent to some of the characters that these orcs are not real. Created by illusion magic, they vanish the moment they are struck. These phantom foes are created using a new spell called illusory creature. Created by a hidden wizard, these orcs are bit more difficult to hit than ordinary foes, basing their statistics on the caster. The fact that they are a spell also explains why they have only two actions each turn and hit for so little damage (all of which is halved once the illusion is revealed).
  • (1:05:30) The developers made me change that back. Neon green dice once again roll just as well as any other color of dice.
  • (1:07:20) Nimble Dodge has seen a lot of play in office playtests and has saved the lives of countless rogues.
  • (1:11:40) The characters in this playtest have decent bonuses to attack, but that is of little help when everyone is rolling lower than 10. No amount of redesign can account for fickle dice.
  • (1:16:00) A note on flanking. I made a small error here. Flanking does not grant you a +2 bonus to hit. Instead, it now makes the target flat-footed to your attacks, causing it to take a –2 penalty to its AC. It's the same result, but the distinction is relevant.

Commentary for Part 2

  • (02:30) I call that a skill unlock, which is an old term for what we now call a skill feat, which characters get starting at 2nd level.
  • (05:00) Small mistake here. The three-action casting of heal does indeed target everyone in the group, but it heals only an amount equal to the caster's spellcasting ability modifier at this level (which should be only 4).
  • (07:10) I probably should have waited until he rolled to announce the result.
  • (11:10) The Survival skill can be used to navigate in the wild, make a shelter, and find food. In this case, instead of making shelter, the skill was used to simply find a good, defensible place to camp.
  • (14:10) Remnants of the wolf encounter that I decided to skip to keep things moving.
  • (19:00) Okay, I admit, my description of the body may have been a bit too detailed, but it is important for the tone shift that happens at this point in the adventure. Things are starting to get serious.
  • (21:10) This really does begin to show the relationship between proficiencies and crafting that will undoubtedly be the topic of a future blog post. Suffice it to say, the higher your proficiency, the higher the quality of the items that you can craft.
  • (23:50) For clarity, there is a pair of puncture wounds on the upper torso and another on the lower torso. The punctures are about an inch in diameter, with the pair about 12 inches apart.
  • (24:20) The only way the illusion is detected is if it is lower-level than the detection spell. If it is of the same level, it is unnoticed.
  • (36:10) In converting this particular hazard, I treated the various results on the table as the failure, critical failure, success, and critical success results of the new effect. The DC was changed to 15. I modified the damage a little, but the only other significant change was to remove the ability damage from the critical failure effect, replacing it with a condition to represent a sprained ankle.
  • (46:10) If this were during combat, when time was short, I could have called for an Athletics skill check to move the horse carcass, instead of just looking at their Strength scores and figuring out how much spare bulk they had to move it around.
  • (51:50) Repeated the mistake here with heal again. It should have been only 4 points restored.
  • (55:10) The skeletons here are not very powerful undead, but in large numbers like this, they can be deadly. Most problematic, they have resistance 5 to weapon damage, but they still have a weakness to bludgeoning, which can cancel out that protection.
  • (1:01:20) Skeletons also have resistance 5 against fire damage.
  • (1:05:25) Claws are agile weapons, which is why the skeletons use them as their second attack, reducing the penalty on the attack roll to –4.
  • (1:09:00) The Shield Block reaction is very powerful, preventing damage by forcing the foe to beat its way through your protection. It does mean that warriors tend to go through shields with some frequency.
  • (1:11:00) The shield spell is also a cantrip, meaning that you can cast it as often as you like.
  • (1:13:30) Explaining the confusion, there was an earlier draft of acid splash that hit multiple targets. That is no longer the case.
  • (1:16:10) Troy just cannot roll above a 5 in this fight.
  • (1:19:00) I finally realized that I was doing the heal spell wrong, and then promptly missed the part where the skeletons should get a save against the effect. Fortunately, it didn't matter much; they were all pretty damaged at this point.
  • (1:21:45) Sweeping the leg is probably an Athletics skill check...
  • (1:24:50) There are two doors leading out of the room: one to the east, one to the west. The scream came from the west. Somewhere in the dungeon, a tortured soul calls out for help.

That wraps up this look at the first part of the playtest podcast with the Glass Cannon Network. Stop by on Monday when we will be investigating how you level up using the new rules!

Jason Bulmahn
Director of Game Design

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Tags: Pathfinder Playtest
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Silver Crusade

1 person marked this as a favorite.
Rysky wrote:
Kalindlara wrote:

I really hope sub-10 stats aren't handled the way they are in Starfinder. I liked being able to play characters with those sort of flaws without getting a bunch of peer pressure about "the intentionally crippled character ruining the party's efficiency".

(I have Thoughts about the way it feels like Starfinder is forcing me into optimization, and the carefully managed and focused numbers making character design feel tightly constrained. I'm a bit worried about getting that feeling here. But that's a much longer post, and one that calls for more sleep first.)

Ditto.

I've never encountered this or at least I am unaware of it when I have. Inherent flaws are a part of any character. The only way I can think of this being an issue is if you intentionally make more character build choices.

Example: Playing a soldier but focusing highly on building a decent CHA for one or two social skills while reducing relevant combat related ability scores and by extension the ability to be combat effective.

it could also be that I don't care if someone builds an ineffective character in my party. They add to action economy for my side and even if only 25% mechanically effective in any given situation, it is better then being a party member short in most cases.


3 people marked this as a favorite.

And the more I hear the more I get excited! Looking forward to August and nabbing a playtest book!


I hope we get a primer on skills soon.

Paizo Employee Chief Technical Officer

7 people marked this as a favorite.
Friendly Rogue wrote:
Morgen wrote:

It sounded interesting. Are all those terms finalized? The useage of Mode seems like it isn't the best. Things like explorer (exploration?) mode doesn't feel right in a fantasy pen and paper RPG. At least my personal opinion.

Feels more like something an SUV would have.

Well you're in luck!

https://www.nissanusa.com/suvs/pathfinder

Right back at you, Friendly Rogue:

https://www.nissanusa.com/crossovers/rogue

Scarab Sages

2 people marked this as a favorite.
Jason wrote:
The only way the illusion is detected is if it is lower-level than the detection spell. If it is of the same level, it is unnoticed.

This is the one thing that stood out most for me.

While playing several editions of D&D, from Moldvay B/X, through AD&D, 3.0 to PF, one of the mythical archetypes I've always wanted to enjoy playing is the illusionist. A wily trickster, who wins the day through misdirection.

But it seems that character idea was something I've had to shelve, for the last two decades.

It was possible, in the past, due to the scarcity of divination magic, relative to the current PF rules.
When there were no 0-level spells, when crafting scrolls and wands was a downtime activity for retired, Lord-level PCs, when pearls of power were unheard of, casting detect magic was something you could do, but preparing that meant one less other spell that day.

So you saved it, for when you believed it truly necessary.

And as an illusionist, you capitalized on that fact, through clever choice of subject and placement. By accounting for existent environmental factors, you could place an effect that made sense to those who perceive it, and rely on them rationing their resources enough not to 'waste' a spell querying it.

That changed, with D&D 3.0.
The introduction of 0-level spells meant a mage could set aside some detects, without impinging on his magic missiles and mage armor.
Cheap, easy crafting, and the resultant canonical MagicMart in every official setting meant you were not limited to the 4 or more cantrips you inherently cast. For 375 gp, every party could have 50 plot-spoilers in the palm of their hand. Half that price, once you take the requisite feat, and make them yourself.
Spending 6.25gp every few minutes isn't a relevant discouragement, to any party over level 2. Not compared to the old cost, of 'a quarter of your level one spells/day'.

PF went even further, by handing out infinite cantrips/day.
No longer required to prepare specific detections, or buy/craft wands, a party of PCs simply needs to ensure one member has picked it as one of their continually spammable choices that morning, and every single thing in the adventure will be scanned.

And then they declared that all casting is obvious.
Even when casting an illusion, or worse, an enchantment, which requires that no-one suspect a spell has been cast.
And even when casting surreptitiously, using Silent, Stilled spells with no materials.
Everyone gets a Spellcraft check, to know you placed an illusion or attempted to mess with a target's mind, because a kaleidoscope of glowing runes envelops you, and broadcasts the casting, and the school of magic to all in line of sight, even if they weren't looking in that direction (thanks to D&D3's everyone-gets-beholder-vision Perception rules).

So, my poor illusionist concepts had to hang their hats up, sometime in 2001, after hitting headfirst the wall of changes that made them non-viable. May as well stick to casters using blatant, obvious displays of power. Subtlety was dead.

Hopefully, these upcoming rules will allow players to once again use illusionists (and enchanters), without requiring GM pity to function.

Paizo Employee Director of Game Design

6 people marked this as a favorite.

Parts 3 and 4 are now live!

You can grab it HERE


1 person marked this as a favorite.
Jason Bulmahn wrote:

Parts 3 and 4 are now live!

You can grab it HERE

Dear Jason "important tallfolk"

I have Heard the podcasts and i have to say i'm proud that we gobs are now a playable race.

The goblin community salutes you and we promise that we wont be eating too much ugly dogs.

Also, we want you to kill the goblin of the party, he's a disgrace to our magnificent race.


Charabdos, The Tidal King wrote:
5e/Arcanist style casting is the best thing that ever happened to Vancian casting.

This is your personal opinion.

I dislike the Arcanist and truly hated the spellcasting in 5e.

I will not play a game that uses the 5e spell mechanics.


Volkard Abendroth wrote:
Charabdos, The Tidal King wrote:
5e/Arcanist style casting is the best thing that ever happened to Vancian casting.

This is your personal opinion.

I dislike the Arcanist and truly hated the spellcasting in 5e.

I will not play a game that uses the 5e spell mechanics.

I actually like the arcanist as a class, but that was a quirk of the class, not spellcasting as a whole in PF in P1E.


Jason Bulmahn wrote:

Parts 3 and 4 are now live!

You can grab it HERE

Still wondering how TWF will work... :'(

Grand Lodge

Perception as no longer a skill but a bonus based on class....i do believe this is probably a genius move.

A note on flanking. I made a small error here. Flanking does not grant you a +2 bonus to hit. Instead, it now makes the target flat-footed to your attacks, causing it to take a –2 penalty to its AC. It's the same result, but the distinction is relevant.

This simple change is great, will allow me as a GM to simply look at the stat block for flat-footed AC rather than wondering if the players added it into their roll or if I should remind them of it, then doing the math myself or checking their math.

Dragon78 wrote:
Personally I am a big fan of CLW wands and "cure" wands in general.

No way, these wands really ruin play overall. Even the designers agree. Thankfully PF 1e will change how these work.


Snorter wrote:
Jason wrote:
The only way the illusion is detected is if it is lower-level than the detection spell. If it is of the same level, it is unnoticed.

This is the one thing that stood out most for me.

While playing several editions of D&D, from Moldvay B/X, through AD&D, 3.0 to PF, one of the mythical archetypes I've always wanted to enjoy playing is the illusionist. A wily trickster, who wins the day through misdirection.

But it seems that character idea was something I've had to shelve, for the last two decades. ...

Here for the '80s/' 90s illusionist and enchanter reminiscing! One of my disappointments with the 3.x framework was realizing how extra-super ineffectual classic multiclass builds like thief/illusionist would be.

Scarab Sages

Murph. wrote:
Here for the '80s/' 90s illusionist and enchanter reminiscing! One of my disappointments with the 3.x framework was realizing how extra-super ineffectual classic multiclass builds like thief/illusionist would be.

The groups I was in seemed to have a surfeit of gnomish Thief/Illusionists, whose methods ran the whole spectrum of Chaotic Prankish to Chaotic Jerk.

The one I most remember (since the player left me his PC diary) is the one who played 'The Sword of Justice' (Dragon mag), and not only failed to clear the name of the accused elf, but framed him for many of the party's earlier crimes.

Scarab Sages

And while on the subject of illusions, can we end the awful practice, where once a save is made, the illusion becomes completely transparent?

That's ....just....guuuuh.


1 person marked this as a favorite.
Snorter wrote:

And while on the subject of illusions, can we end the awful practice, where once a save is made, the illusion becomes completely transparent?

That's ....just....guuuuh.

If I cast an illusion of a 20x20x10ft. block of ink, it probably shouldn't be more effective than Deeper Darkness even if somebody makes their save.

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