Sending Your Heroes to the Mirrored Moon

Monday, September 24, 2018

The Pathfinder Playtest is roaring along as we move our focus to Part 4, The Mirrored Moon. This adventure sees the return of your characters from Part 1. In the years that have passed, these heroes have grown to be powerful adventurers in their own right, but the mystery that started all those years ago in Keleri's basement has yet to be solved. In Part 4, you'll rejoin them as they continue the quest in Thicketfell, in the faraway River Kingdoms.

Once you have completed your playthrough of Part 4, please remember to take the following surveys. Your data is critical in helping us make the second edition of Pathfinder be the best game it can be!

Player Survey | Game Master Survey | Open Survey

As a reminder, if you have not completed Parts 1, 2, or 3, you still have plenty of time to finish your sessions and get us your survey feedback. The more data we get, the more certain we are of how various parts of the game are performing. I should also note that as we get further into the playtest, some of the goals of each part of the adventure become a bit more extreme. You might play sessions that seem out of balance or somewhat harder than you're used to as we push the system to its limits and beyond. We've endeavored to make sure each part of Doomsday Dawn provides a fun and engaging adventure, but the goals of the test come first. We want to thank all of you for your patience and understanding as we delve deeper and deeper into the system.

All of the Changes in Update 1.3

Today also marks the release of Update 1.3, which promises to deliver a number of substantive changes to your game. Before I launch into the details, why don't you go grab a copy?

So, first and foremost is a revision to the Proficiency and DCs of the game. As of today, if you're untrained in something, your bonus is now equal to your level -4! This change was made to ensure that characters who haven't specialized in a given skill or ability aren't directly competing with those who have made the choice to invest in it. We've also made significant alterations to Table 10-2, Skill DCs by Level and Difficulty. In most cases, we lowered the DC by a point or two (but sometimes by 4 or more at higher levels). We made this change so that players who focus their character choices around a task have a better chance of success and so that this chance of success grows as you do. As a result, we have included errata for all 7 parts of Doomsday Dawn, updating all of the skill DCs across the adventure to reflect this change.

Death and dying receives another revision in this update. After looking at playtest data, we saw a significant change in dying rates and play style due to the way that characters came back from being unconscious. As of this update, we have removed the slowed condition that applied to characters after they were revived, and we've replaced it with a new condition: the wounded condition. This condition doesn't penalize your checks or DCs, but if you fall unconscious again, your dying condition is increased by your wounded condition. This means that while you're not penalized directly for getting up and charging back into the fray, your chance of dying increases the more times you're knocked out in a fight.

To go along with this change, we've also added a new way to use the Medicine skill, allowing you to spend 10 minutes to bandage the wounds of up to six creatures (one of which can be you). Depending on the check, this allows you to heal a significant amount of damage to everyone under your care! The best part is, you don't have to be a cleric to use this ability and it doesn't rely on your magic resources, so you can save those for combat. We made this change so that out-of-combat healing was a bit easier to manage, which allows you to heal up between fights and rely a bit less on the classes that have access to magical healing.

Finally, there are a lot of smaller changes in this update, including revisions to a number of classes, most notably the ranger and the rogue, both of which got some much-needed versatility added to their builds. But there's one other gigantic addition I want to talk about.

Multiclass Archetypes Update

Today we're releasing playtest material for all 12 of the multiclass archetypes, along with some revisions to the existing multiclass archetypes found in the Pathfinder Playtest Rulebook. These additions expand your range of tools when building new characters. With these changes, you can now play a bard that dabbles in the strange mysteries of the monk, or a barbarian with a sorcerous lineage!

We put all of these archetypes in their own document for ease of reference.

The Future of Resonance

Since the start of the playtest, we have heard a lot of feedback on the resonance system and we have been working hard to come up with a way to make it a better part of the game. Currently, we're looking at ways to use the resonance system just for tracking the items you wear, purely as a replacement for the slot system from Pathfinder First Edition. At the same time, we're looking to add a system that allows you to focus on the magic that your character can utilize to give it a boost in power when you need to, but otherwise allowing you to use it in a simpler way in an emergency. It's a little early to go into too many details, but I will say this: under this new system, you'll always be healed when you drink a healing potion.

While our current plan for the system is still coming together, we know that a change of this size is going to be challenging for us to fully implement before the end of the playtest. But, we do have a way to ensure that you can give it a try before we're done. In the coming weeks we're going to release a special version of the Pathfinder Society Playtest Scenario Raiders of the Shrieking Peak. This adventure is played using pregenerated characters, which allows us to create a conversion to the new system without having to convert the entire game all at once. When this scenario becomes available, we'll be asking everyone to give it a try, and we'll generate a specific survey looking at the new systems to get your feedback.

Well, that's about all for this week! Let us know what you think about these changes in the comments down below. And as always, we thank each and every one of you for participating in the playtest!

Jason Bulmahn
Director of Game Design

Join the Pathfinder Playtest designers every Friday throughout the playtest on our Twitch Channel to hear all about the process and chat directly with the team.

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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Whoo-Hoo!


8 people marked this as a favorite.

In the archetype document, Basic Sorcerer Spellcasting says it requires Bard Dedication. In addition, Wizard Dedication still says it requires you be trained in Arcana while other archetypes do not have such a skill prerequisite.


1 person marked this as a favorite.

Finally. The slowed condition was the single largest cause of our party wipes.

Silver Crusade

8 people marked this as a favorite.

I like the new format for this document. I also really appreciate the brief explanations of the thinking behind the big changes.


4 people marked this as a favorite.

Hooray! Huge update this week! I appreciate that the new errata stand out more from the rest of the updates.

Now I'll just have to find time to read all of this before my game tonight...

Edit: Wow, Treat Wounds works on the whole party in a 10 minute period?! I was expecting 1 character per 10 minutes. This is excellent.


13 people marked this as a favorite.

Why does the Monk dedication list becoming trained in unarmed attacks as a bonus when everyone is already trained in them?

Dark Archive

Nice!


I like that the Advanced and Greater Bloodline Powers are optional.

Now if we can get the first one optional too, I can finally play a sorcerer that isn't a freak of nature.


2 people marked this as a favorite.

While I appreciate removing the slowed condition from the dying rules, I cannot help but think that the wounded condition will make it even easier for a gang of determined enemies to beat down on a massively-AC-debuffed, dying PC in order to finish them off once and for all. That is a tactic I have been using in my playtest games to force TPKs, and the new wounded condition will make it even easier.

According to the playtest rulebook, "only the most vicious creatures focus on helpless foes rather than the more immediate threats around them," but then, how are PCs supposed to survive those vicious creatures exploiting the wounded condition?

I cannot help but think that every sorcerer is going to multiclass into paladin, completely ignore the code of conduct due to the explicit lack of penalty for doing so, and then enjoy their medium armor. This seems like a ridiculous state of affairs for sorcerers.


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Pathfinder Roleplaying Game Charter Superscriber

Thank you for the update!


4 people marked this as a favorite.

I'm very happy that the Elven Curve Blade is no longer a strictly substandard weapon choice for a rogue. I can now play that character (who is naturally a feinting scoundrel).

Kind of funny how Rangers have flurry now, too.

Regarding the new multiclass archetypes, for a rogue multiclassing monk do tiger claw or wolf jaw attacks count as "an agile or finesse one-handed melee weapon"? How can I tell? Rogues getting dex-to-damage on a d8 attack with which you can eventually flurry might be somewhat unreasonable.

Liberty's Edge

Lyricanna wrote:
Finally. The slowed condition was the single largest cause of our party wipes.

I haven't read the update yet but I did find your comment interesting. I believe this current change to the death and dying rules are supposed to make it MORE deadly.


7 people marked this as a favorite.

Couple of suggestions:

*Treat wounds should use the medium DC based on the highest level of the targets. This doesn't make a difference when healing party members, but could be significant when healing NPC's.

*You buffed the read aura spell to match the change to the identify magic skill actions, but not the mending spell to match the faster repair times.


4 people marked this as a favorite.

Is there any point to crossbow rangers any more? Hunted Shot and Twin Takedown are good enough to essentially be mandatory for any ranger. While Twin Takedown is probably better for damage during the 1st to 4th level stretch, Hunted Shot is the clear winner for games that start at 5th level or above due to a magic longbow's raw damage dice, the ease of attaining Strength 18, and the benefits of range.

Still, that leaves Crossbow Ace in the dust, no? Perhaps Crossbow Ace deserves an upgrade?


1 person marked this as a favorite.

I do have a question about resonance in the playtest. It's going away in it's current form of being used to power items, thankfully. But the question is, should we still be using it in the playtest barring a full update document? I'd assume so, considering we won't have the full details. But It seems a bit strange to still be testing a system that is going away.


User_Undefined wrote:
Why does the Monk dedication list becoming trained in unarmed attacks as a bonus when everyone is already trained in them?

Minor correction: Wizards don't have simple weapon proficiency, so they alone are not trained in unarmed attacks.

Scarab Sages

4 people marked this as a favorite.
Colette Brunel wrote:

While I appreciate removing the slowed condition from the dying rules, I cannot help but think that the wounded condition will make it even easier for a gang of determined enemies to beat down on a massively-AC-debuffed, dying PC in order to finish them off once and for all. That is a tactic I have been using in my playtest games to force TPKs, and the new wounded condition will make it even easier.

According to the playtest rulebook, "only the most vicious creatures focus on helpless foes rather than the more immediate threats around them," but then, how are PCs supposed to survive those vicious creatures exploiting the wounded condition?

I cannot help but think that every sorcerer is going to multiclass into paladin, completely ignore the code of conduct due to the explicit lack of penalty for doing so, and then enjoy their medium armor. This seems like a ridiculous state of affairs for sorcerers.

Since when was it difficult to kill a dying PC ?

In PF1 you are dying at -1, and assuming a medium Constitution of 14, nearly anything can kill you in 2 hits.

And that is if you were at -1 to begin with.
In reality you are at 5, then someone hit you with 20 dammage and you died instantly with absolutely no hope at all (unless a Breath of Life avalaible).

Or do you mean making the "healing the down guy again and again" is way more dangerous ?
In that case, yes, it is the case.


5 people marked this as a favorite.

I like it so far.

I still think Administer First Aid should not require a med kit. Those are really expensive.. and classes that would really want to use Medicine.. like alchemist. have basically 0 un assigned coinage to put forward for things like Medkits or theif kits
I love that the DC is flat again though. or at least as near as I can tell.

also still wish that Alch could do med with INT. what with medicine (as opposed to heal) being a science

Though I'm still personally waiting for Alchemist mods. Though I also feel like not many alchemists are chosen % wise. or that is the perception anyway.

Sovereign Court

4 people marked this as a favorite.

I believe Treat Wounds fixes the healing problem. Awaiting to see it in play. This is a great change.


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Hm. I was hoping the wording was going to get addressed in the archetype update, but it's still just as vague as before. Does anyone know how multiclassing is supposed to work with wands/scrolls/staves?

Bard, Cleric, Druid, Sorcerer, and Wizard Wedications wrote:
You can use wands, scrolls, and staves, but only for spells of a spell level you can cast.

If a Cleric who can already cast 3rd level spells takes the Wizard dedication, can she now cast 3rd level arcane spells using a wand? Or can she only cast arcane cantrips through wand/scrolls/staves, since she doesn't know how to cast higher level arcane spells?

Good update, all-in-all, though. Looking forward to seeing how it all plays out at the table!


6 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Multiclass archetype thoughts:
Would there be any issue with combining the Basic/Advanced [class] feats into one? i.e. Remove the Basic one entirely, and reduce the Advanced feat's level to 4.
While it would allow a character to bypass the 1st/2nd level feats of their multiclass if they wanted to (although I'm not sure how much of a problem that might be, if any), it would also reduce the overall word count a decent amount. And considering how wordy this edition is shaping up to be, that could matter a lot.


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Zwordsman wrote:
also still wish that Alch could do med with INT. what with medicine (as opposed to heal) being a science

What would be nice is a feat to do that and allow alchemist kits to be used for medicine.


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BraveRift wrote:
If a Cleric who can already cast 3rd level spells takes the Wizard dedication, can she now cast 3rd level arcane spells using a wand? Or can she only cast arcane cantrips through wand/scrolls/staves, since she doesn't know how to cast higher level arcane spells?

The latter. I would interpret it as "You can use wands, scrolls, and staves, but only for spells of a [[Multiclass Class]] spell level you can cast, [in addition to those you might have already been able to use.]" You have to assume that the character can't already cast spells, since they could have multiclassed in from Fighter, etc.


Dom Laminus wrote:

Multiclass archetype thoughts:

Would there be any issue with combining the Basic/Advanced [class] feats into one? i.e. Remove the Basic one entirely, and reduce the Advanced feat's level to 4.
While it would allow a character to bypass the 1st/2nd level feats of their multiclass if they wanted to (although I'm not sure how much of a problem that might be, if any), it would also reduce the overall word count a decent amount.

I'm not sure about that change in functionality, but it seems possible some of these could be consolidated into one Feat that you can take twice (at higher level), for simply saving space/word-count.

Shadow Lodge

So Twin Take-down is strictly worse than double slice? Ranger is becoming less attractive.


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ugly child wrote:
So Twin Take-down is strictly worse than double slice? Ranger is becoming less attractive.

Twin Takedown is one action, Double Slice is two


4 people marked this as a favorite.

I appreciate that with the new Quick Repair, a legendary shield-user can just take a turn to back off and repair their shield, and then jump right back into the fight.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Dasrak wrote:

Couple of suggestions:

*Treat wounds should use the medium DC based on the highest level of the targets. This doesn't make a difference when healing party members, but could be significant when healing NPC's.

*You buffed the read aura spell to match the change to the identify magic skill actions, but not the mending spell to match the faster repair times.

+1 to Treat wounds being based on the target's level rather than your own.

I understand the reasoning behind using the medic's own level, but from an aesthetic perspective, it feels nicer that it's easier for a high level medic to easily heal low-level NPCs, or a particularly difficult challenge to perform surgery on an injured, but otherwise powerful Dragon.

Scarab Sages

5 people marked this as a favorite.

Great update so far.

Still waiting for :

- Rebalancing Ancestry Feats (selecting 1-3 at first level that scale like cantrip as you level up)

- Broaden the Classes by adding more feats (but that could wait for a book after the rule book)

- Suppress some Feat Taxes so that you could go one path (inside the classe) then dipping a bit in another path.
Currently you are nearly forced to just "pick the next feat in your path" so there is not really a choice. Or at least not enough.

- More example for the DC table. I got number, great, but story wise what is considered "Level 14 medium acrobatic check" exactly ?

- I would do my usual joke about the Nymph in the Bestiary but it seems my last comment was deleted so ... was it because of that (harmless) joke ? I got no notification.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'd like an Alchemist talent that allows an Alchemist to use Intelligence instead of Wisdom for Medicine.


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Cool! It seems rather unfair that spontaneous casters get two cantrips, while prepared casters get two cantrips that can be changed daily from four options. I'm guessing the extra trained skill is there for? I guess with the larger untrained penalty, that's a much bigger deal now!

The higher level spells, though, seem very imbalanced between the two.

Scarab Sages

5 people marked this as a favorite.
DM_aka_Dudemeister wrote:
Dasrak wrote:

Couple of suggestions:

*Treat wounds should use the medium DC based on the highest level of the targets. This doesn't make a difference when healing party members, but could be significant when healing NPC's.

*You buffed the read aura spell to match the change to the identify magic skill actions, but not the mending spell to match the faster repair times.

+1 to Treat wounds being based on the target's level rather than your own.

I understand the reasoning behind using the medic's own level, but from an aesthetic perspective, it feels nicer that it's easier for a high level medic to easily heal low-level NPCs, or a particularly difficult challenge to perform surgery on an injured, but otherwise powerful Dragon.

I understand the DC in a game perspective, but I don't get it ingame.

Why is it harder to heal someone that took an arrow at level 10 that is was at level 1 ?


I see infused now means that it costs no one Resonance Points. Even bigger than my original guess.


The thing that makes me hopeful for the Ranger is the bit in the update about "in advance
of bigger overhauls for the final version of the game".

Lantern Lodge Customer Service & Community Manager

9 people marked this as a favorite.

Removed a post and reply. Do not make medical conditions such as Tourettes into a punchline.

Dark Archive

1 person marked this as a favorite.
ugly child wrote:
So Twin Take-down is strictly worse than double slice? Ranger is becoming less attractive.

It only requires a single action. YMMV but I looked at it and considered it a pretty significant buff.


5 people marked this as a favorite.

I don't understand why Goblins need special Wolf Mount access, those don't seem equally "Goblin Iconic" as the Goblin Rat-Dogs. This isn't against Rough Rider granting it's bonus to Wolves if you manage to acquire Wolf Mount via some other non-Goblin specific means... But better approach would be non-race-specific means to gain Wolf Mount via Ranger/Druid Class Feat or something.


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Zwordsman wrote:

I like it so far.

I still think Administer First Aid should not require a med kit. Those are really expensive.. and classes that would really want to use Medicine.. like alchemist. have basically 0 un assigned coinage to put forward for things like Medkits or theif kits
I love that the DC is flat again though. or at least as near as I can tell.

also still wish that Alch could do med with INT. what with medicine (as opposed to heal) being a science

Though I'm still personally waiting for Alchemist mods. Though I also feel like not many alchemists are chosen % wise. or that is the perception anyway.

Being able to use the alchemist tools for medicine checks would also help the alchemist. I'm thinking maybe a class feat that gives both Int to medicine and the alchemist tools for medicine as a single thing.

But you're right, alchemists do need a good tuneup currently. The class is pretty underwhelming as it is. Much of the PF1 alchemist functionality from extracts is missing, and the parts that have been brought over, like mutagens, aren't that great. Bombs are limited, and don't seem much better than cantrips. I suspect that's why it hasn't gotten a lot of play in the playtest. The concept of the PF2 alchemist I think has promise, but the current implementation, not so much.

Several classes could use a good rethinking, also a loosening up of class restrictions of play-styles. The other main class I have in mind is Paladin, where they've lost a lot of their holy might and the idea for them seems to be entirely based on being heavily armored and defensive, which I think is the exact wrong way to go. They might have taken the Knight in Shining Armor concept a bit too far and made them all about the armor. Paladins shouldn't be linked to armor at all, they should be all about laying down holy beat-downs to evil things. A ranged paladin, two-weapon paladin and a lightly-armored swashbuckling paladin should all be viable options. Spellcasters and magic in general is the other big thing that I think needs a good look.

Now that 1.3 is done, and the resonance fix is coming, I'm hoping these remaining issues will get the attention they deserve.


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DM_aka_Dudemeister wrote:
I'd like an Alchemist talent that allows an Alchemist to use Intelligence instead of Wisdom for Medicine.

that should be baseline. At WORST a skill feat. Certainly not a class feat.

Also:

Monk dedication seems super hosed:

you basically gain: Powerful fists (a die increase in your unarmed) and 1 skill trained.

It's heaps worse than every single dedication feat. I mean, closer comparison being the Fighter, the fighter gains the same skill rank, a 1/day AoO, all martial weapons proficiency, and a general feat in armor proficiency.

won't even bother with comparing to barbarian and/or paladins, because while they gain a ton more stuff, they are limited by also getting Anathema (although for paladin Anathema is pretty pointless if they don't pick up specific stuff later on)

Also, I want to point out, that a Cha class with dedication Alchemist has more RP than a full blown Alchemist...

on the positive side of things:

I really like all the "gain base feature of a class 1/day, at 4/6 you may use it at will" as opposed to simply gaining at a later level (like 8(?) for AoO with old archetypes)

also, a big thank you for finally making "infused" work properly.


Spending a Hero Point as part of heroic recovery actually removes the dying condition. That is easy to miss, and I certainly missed it. Maybe this is not as bad as I first thought.

I can definitely see bards and sorcerers multiclassing into paladin and actually following the code of conduct for that sweet, sweet Channel Life at 8th level. Channel Life is ridiculously good for bards and sorcerers to snatch up.


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Jason Buhlman wrote

Quote:

In most cases, we lowered the DC by a point or two (but sometimes by 4 or more at higher levels). We made this change so that players who focus their character choices around a task have a better chance of success and so that this chance of success grows as you do. As a result, we have included errata for all 7 parts of Doomsday Dawn, updating all of the skill DCs across the adventure to reflect this change.

Somehow the DCs for The Mirrored Moon have increased in some cases by ALOT.

page 50 - the DC 25 perception check has been INCREASED to a DC 30. The DC 23 survival check has INCREASED to a DC 27.

page 52- DC 26 perception INCREASED to DC 31.

page 52 DC 27 diplomacy increased to DC 29.

page 53 DC 23 perception increased to DC 26.

page 55 DC 28 perception increased to DC 31

I'm not sure how what you are saying you're doing (lowering DCs by a point or two) matches what you actually did - Raised DCs by between 2 and 5.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I think there should be a status for items like Healer's kits, Thieves' Tools, Repair Kits:

"Diminished #: This item has run out of some critical components, reduce its quality by one. If this reduces the quality below expert, the item provides a -2 penalty to any skill check associated with it, if it would become diminished again it becomes depleted. Diminished can be removed by spending silver pieces equal to the difference between its current item quality and it's normal item quality."

"Depleted: This item has run out of all its components. You'll need to buy a new one."


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Colette Brunel wrote:

Spending a Hero Point as part of heroic recovery actually removes the dying condition. That is easy to miss, and I certainly missed it. Maybe this is not as bad as I first thought.

I can definitely see bards and sorcerers multiclassing into paladin and actually following the code of conduct for that sweet, sweet Channel Life at 8th level. Channel Life is ridiculously good for bards and sorcerers to snatch up.

channel life would require:

paladin dedication
lay on hands
basic level1-2feat
the actual Channel life feat.

Spending every single one of your class feats for channel life is pretty steep price to pay, even if it's really good.


5 people marked this as a favorite.

i like how Blade of justice is classified as "minor change" when it actually changes a pretty subpar damage ability to a wonderful alternative "tanking" and "damage" ability.

that "minor change" changes an ability that was at best a 2/5 to a solid 4/5 for me.


2 people marked this as a favorite.
DM_aka_Dudemeister wrote:

+1 to Treat wounds being based on the target's level rather than your own.

I understand the reasoning behind using the medic's own level, but from an aesthetic perspective, it feels nicer that it's easier for a high level medic to easily heal low-level NPCs, or a particularly difficult challenge to perform surgery on an injured, but otherwise powerful Dragon.

I think it would feel more consistent if you're using target level for DC, result of it (HP healed) should be based on target level. This reflects idea of HPs as being abtract, and a 1d8 arrow wound meaning different things with different targets (i.e. more of a graze for high-level character). The default healing is less on low level characters, but the proportion to their full HPs should be the same (and you have higher chance for Crit Success).


Snickersnax wrote:
Jason Buhlman wrote
Quote:

In most cases, we lowered the DC by a point or two (but sometimes by 4 or more at higher levels). We made this change so that players who focus their character choices around a task have a better chance of success and so that this chance of success grows as you do. As a result, we have included errata for all 7 parts of Doomsday Dawn, updating all of the skill DCs across the adventure to reflect this change.

Somehow the DCs for The Mirrored Moon have increased in some cases by ALOT.

page 50 - the DC 25 perception check has been INCREASED to a DC 30. The DC 23 survival check has INCREASED to a DC 27.

page 52- DC 26 perception INCREASED to DC 31.

page 52 DC 27 diplomacy increased to DC 29.

page 53 DC 23 perception increased to DC 26.

page 55 DC 28 perception increased to DC 31

I'm not sure how what you are saying you're doing (lowering DCs by a point or two) matches what you actually did - Raised DCs by between 2 and 5.

Looking at it, it's because most of those (except the diplomacy) are doable by the whole party with no real consequence for failure.


1 person marked this as a favorite.
Snickersnax wrote:
Jason Buhlman wrote
Quote:

In most cases, we lowered the DC by a point or two (but sometimes by 4 or more at higher levels). We made this change so that players who focus their character choices around a task have a better chance of success and so that this chance of success grows as you do. As a result, we have included errata for all 7 parts of Doomsday Dawn, updating all of the skill DCs across the adventure to reflect this change.

Somehow the DCs for The Mirrored Moon have increased in some cases by ALOT.

page 50 - the DC 25 perception check has been INCREASED to a DC 30. The DC 23 survival check has INCREASED to a DC 27.

page 52- DC 26 perception INCREASED to DC 31.

page 52 DC 27 diplomacy increased to DC 29.

page 53 DC 23 perception increased to DC 26.

page 55 DC 28 perception increased to DC 31

I'm not sure how what you are saying you're doing (lowering DCs by a point or two) matches what you actually did - Raised DCs by between 2 and 5.

maybe that's accounting for the +4 DC increase for the whole party spamming checks that can't critically fail. like searching.

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