Organized Play Table Adjustments

Friday, August 21, 2020

“I can’t do it, Gorm,” Ambrus says, straddling his chair and leaning over his desk to get a better view of the myriad logistical reports scattered across it. “I can’t justify putting our most experienced agents out in the field without so much as a briefing. We train our people to have good judgement, but this… This is too much.”

Ambrus Valsin

Ambrus slumps into his chair scratching a muttonchop with calloused fingers while waiting for his comrade’s response.

“You won’t find me disagreeing with you,” Gorm replies. “It’s a hard thing, knowing where to send our best talent, and how to get them there prepared to face the kinds of things we Pathfinders are bound to face. Besides, if we tried something that reckless, Fola would drag us both outside by our ears and thrash us one by one while making the other watch so they know what’s coming for them! And she’d be right to do it.” Scratching his belly under his vest, Gorm’s hand suddenly comes away holding a frothing mug, which he quickly downs. “A scotch might be better right about now,” he mutters, before raising his head to look Ambrus directly in the eyes. “I suppose we need to let those three know they’re on their own, eh?”

Ambrus releases a breath he hadn’t meant to hold and reaches for the pen that will magically convey his message across the Inner Sea to the waiting party of Pathfinder agents whose request for backup had set the tone for this pensive afternoon.

“You want me to write ‘em?” Gorm asks, eyes brimming with sympathy for both Ambrus and the waiting agents whose request for aid the steward was about to deny.

“No, they deserve to hear it from me,” Ambrus says. “I put them there, I won’t let anyone else be the one to tell them that they need to find their own way to a safe evacuation point.” Ambrus pauses for a moment, and then glances at Gorm with a pleading and apologetic look in his eyes. “But maybe do me one favor? Go grab me one of Arvya’s muffins from the kitchen and bring back a carafe of coffee. It’s going to be a long afternoon.”



Hello everyone!

It’s been a long, hectic couple months, but I think overall, they’ve been good. We got the Achievement Point system up for Pathfinder Second Edition, loaded with boons and ready for use! Sanctioning for the Advanced Player’s Guide beat the book to your eyes by a couple weeks, and Lost Omens Legends followed quick behind, along with a wave of new iconic pregenerated characters! The last batch of level 5 pregens will be releasing very soon, with Seoni, Seelah, Harsk, Sajan, Lem, and Lini leveling up to join the ranks of their compatriots.

As we worked through the tasks of creating pregens, a couple years ago for Starfinder and over the last year for Pathfinder (second edition), the team made some fundamental decisions about the place of pregens at the table. We evaluated our own experiences and reviewed feedback from the Pathfinder (first) edition campaign, as well as solicited feedback from volunteer coordinators and GMs. After much consideration, the team decided that releasing level 7 or 9 pregens held more drawbacks than benefits and that we would not produce pregens at higher levels for either campaign. As a result of the decision not to include 7th level or higher pregens, we are making some program-wide changes regarding legal table limits and the use of pregenerated characters at tables. The following rules take effect immediately and will be included in future iterations of the Guide to Organized Play for each campaign.

For tables at levels that have pregens available. GMs can now run up to two pregenerated characters to fill a table up to the four-person minimum. The GM can control these pregens themselves or designate one or more players to control the additional character(s), so long as the player agrees to do so. This should help our smaller lodges and Society home groups participate in our program and continue firing and reporting games.

For higher level Pathfinder (second edition) play:

  • In Level 7+ adventures, we are reducing the minimum number of players to three. This opens up a “hard mode” playthrough experience that should be satisfying, though we want to caution you that, as the adventures are designed for a minimum of four players, they will be more difficult than normal. To play with three players, add Challenge Points for a hypothetical fourth player as follows:

    • Groups of three players whose total Challenge Points are less than 12 add 2 to their Challenge Point total to determine their final Challenge Point scaling and encounter adjustments, winding up in the adventure’s lower level range.

    • Groups of three whose total Challenge Points are 12 or higher add 4 Challenge Points to their total value to determine their final Challenge Point scaling and encounter adjustments, winding up in the adventure’s higher-level range.

The first Level 7-10 scenario won’t release until June, so those of you getting ready to play at that level range can begin to plan accordingly, and those of you out there who only have two players can begin filling the remaining two seats with pregens and reporting your games.

For higher level Starfinder play:

  • For levels that go above 8th (the current highest level of our pregenerated characters), we’ll be allowing groups to play with a 3-player minimum. Note, these smaller table sizes are strictly for players who willingly play expecting that the adventure will be harder. As with other instances of hard mode, all players at a table need to opt into the hard mode before starting the game.

  • These 3-player adjustments offer no additional scaling (beyond the already existing 4-player adjustment) and do not grant extra rewards... well... except for the obvious bragging rights! I for one can’t wait to see how well a group of 3 PCs handles the higher-level range in Rise of the Vault Lord!

As with all program changes, we will evaluate them over the next few months to see if they are helping us achieve our aim, which is getting more games to successfully occur. We will keep an eye on this thread in upcoming months for feedback on these changes.

Have a good one everyone, and until next time- Explore! Report! Cooperate!

Michael Sayre
Pathfinder Society Developer

Thurston Hillman
Starfinder Society Developer

Tonya Woldridge
Organized Play Manager

More Paizo Blog.
Tags: Organized Play Pathfinder Society Starfinder Society
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Scarab Sages Organized Play Developer

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Rysky wrote:
Gorm wrote:
“A scotch might be better right about now,”
So the Pathfinders use the Hao Jin Tapestry to sneak onto Earth and nab their whisky, eh?

Gorm's drink of choice is three fingers of scotch with a blade of lemongrass to set the stage. Why that's his favorite drink or where/when scotch entered Golarion and the common parlance is a matter of some academic discussion.

Sczarni 5/5 5/55/5 ***

2 people marked this as a favorite.

I mean, Earth exists in the Pathfinder setting, so not that much of a stretch.


It says first 7-10 wont be out until June. do you really mean june 2021? that is AWFULLY far away, and people are already reaching level 8, almost level 9. Granted, thats only with a SINGLE PC, its their -1 and with the free rebuild and all the stuff released since the start, especailyl the APG, -1s suddenly have a lot more interest again as they can use all this new content without really any cost.

At my lodge at least, we have literally an entire table, maybe slightly more, of level 8 pcs, almost level 9, but most of us did use some playtest points. HOWEVER i did go through all the current scenarios and counted. If you played every scenario, and always played your -1 on the lowest scenarios, they could theoretically be level 8 almost 9 from scenarios alone. If they played it in a matter of reaching level 5 doing 1-4s before moving onto 3-6s and staying here until level 7, then the 5-8s. Doing it in this way (and odds are not a whole lot of people did this i suppose) people would already be up there at max levels or close. I did not count quests though. But there are no 5-8 quests so that's fine, doesnt really impact the planning.

Still, that's a long time?

Sczarni 5/5 5/55/5 ***

I think it lines up similar with SFS.

By playing and GMing, you could even have 2 Level 8 characters by now.

Scarab Sages 4/5

Nefreet wrote:

Most of the time, Pregen errors were in their favor.

1E Amriri had two Combat Traits, 1E Lem had an illegal potion, and SFS's Iseph has an extra +3 to Trick Attack.

If Quinn really is missing 4 skill increases (I haven't looked myself), then I'd let a player choose them, but wouldn't fault a GM for ruling the opposite at their table.

I’m pretty sure he’s missing all of his skill increases. He has 13 trained skills (one is expert). With a 19 INT, that’s:

6* class + 4 INT + 2 background + 1 from skilled heritage

* He looks to have taken Society with skilled heritage, which is at expert. That essentially gives him 6 class skills (society goes to free choice, empiricist gives any INT-based skill +4+INT).

So yes, he should have 4 more increases, either as 4 skills at expert or additional trained skills.

4/5 ****

Don't forget you could then assign Plaguestone and all Age of Ashes to that character and be... 8+7 = level 15

I don't think we should be publishing content for level 15 characters right now either.

Or you could make a few characters and play around with the different content etc.

Getting to level 9 still takes 24 scenarios worth of xp. So if you're only going to have a single character you have to consume no more than 1 scenario/month worth of xp to avoid out leveling the content.

That doesn't seem too unreasonable to me at least.

While I've played nearly no Starfinder I remember there being complaints early on about high level adventures coming too soon and needing either all xp to be concentrated or to have applied AP credit.

Maybe all the way until June is too long? but it seems better than too soon?

Scarab Sages Organized Play Developer

24 people marked this as a favorite.
Nefreet wrote:

I think it lines up similar with SFS.

By playing and GMing, you could even have 2 Level 8 characters by now.

We'd also originally planned a 7-10 to drop a couple months earlier, but the simple reality is that for all that we've busted our asses and worked as hard as we can to keep things on track, COVID messed us up bad and required us to shuffle our schedule, accept partial turnovers from freelancers who just couldn't medically or professionally finish their original assignments, write entire adventures in-house to make sure we were dropping all our scheduled products on time, etc. And that came hot on the heels of some really bad and completely unpredictable personal emergencies that hit the team like a wrecking ball. We do everything we can to keep the front of this operation looking as good as we can manage and running as smooth as we have the ability to control, but the reality is that we, and I mean everyone at Paizo, were all working our keisters off before the world went sideways on us. We're really not that big a company and we don't have the kind of deep pockets or ability to coast for months without releasing something that some of the other entities in this market have.

Pathfinder Second Edition has been insanely popular and exhibited a level of growth and adoption by the player base that really exceeded even our expectations, and I kind of hate to think about what might have happened to us without that support and growth in our community, let alone the fact that it's just such a stronger and more well-designed system that the hours it's taken off our development load have been a godsend in navigating the last 6 months.

Employee hat off for a moment, I'm not a finance or management person and don't have any intention of being one (I got my fill of that in banking and the Army), but I don't think it's a stretch to say that the success of PF2 and the massive, widespread adoption of the new edition by communities around the world really saved our bacon in an environment that has honestly probably killed more game companies, from FLGSs to content producers, than we've actually realized yet.

So, thanks to all of you for making this whole thing possible, and know that we're doing everything we can to bring you the highest quality content we can produce in the healthiest release schedule we can manage.


Robert Hetherington wrote:

Don't forget you could then assign Plaguestone and all Age of Ashes to that character and be... 8+7 = level 15

adding age of ashes is a bit unfair tho because thats an ap and takes a LOT of time that not everyone, especially society people, can/want to afford, and you dont need plaguestone to have a level 8 character. there's enough content currently. there's enough content to technically be 8.2.75 (8 levels, 2 scenarios, 3/4 quests. 1 quest away from level 9, technically, if you did some 1-4s or 3-6s but not enough for a full level. probably not a great idea to do tho cuz level 8/9 quest? lol)

but definitely not enough repeatables, and theyre not all that different between all their "variable options" either. like Tarnbreakers trail is just something like "here is your hand of 3 options, youre gonna use all 3 of them no matter what, but in what order?" (exaggeration, but not too much). if they were more like 1e half light path and tome of righteous repose then theyd definitely be more interesting. but any replayables is better than none at least. they can still be entertaining-ish on the 10th play if youre creative enough with your character

tho im sure almost nobody actually has only 1 character since there are replayables. i know a lot of people would rather have 1 really high character and then a bunch of low levels. this way when things like this happen, theyll have something to do until the new high tier stuff eventually comes out.

and i guess you could technically have 2 characters at max level. 1 from playing, 1 from gming heh

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

I was a little disappointed to see that 7-10 wouldn't appear until the end of season 2, but IIRC that's a similar schedule to what SFS went through so I guess Paizo has some historical data to support it.

My bigger disappointment was the first three months of season 2 without a 5-8 in the mix. I'm hoping we'll see one in November, December at the very latest. If so, we'll need a rotation heavy on the 5-8s in the latter half of the season.

Vigilant Seal **

Michael Sayre wrote:
Nefreet wrote:

I think it lines up similar with SFS.

By playing and GMing, you could even have 2 Level 8 characters by now.

We'd also originally planned a 7-10 to drop a couple months earlier, but the simple reality is that for all that we've busted our asses and worked as hard as we can to keep things on track, COVID messed us up bad and required us to shuffle our schedule, accept partial turnovers from freelancers who just couldn't medically or professionally finish their original assignments, write entire adventures in-house to make sure we were dropping all our scheduled products on time, etc. And that came hot on the heels of some really bad and completely unpredictable personal emergencies that hit the team like a wrecking ball. We do everything we can to keep the front of this operation looking as good as we can manage and running as smooth as we have the ability to control, but the reality is that we, and I mean everyone at Paizo, were all working our keisters off before the world went sideways on us. We're really not that big a company and we don't have the kind of deep pockets or ability to coast for months without releasing something that some of the other entities in this market have.

Pathfinder Second Edition has been insanely popular and exhibited a level of growth and adoption by the player base that really exceeded even our expectations, and I kind of hate to think about what might have happened to us without that support and growth in our community, let alone the fact that it's just such a stronger and more well-designed system that the hours it's taken off our development load have been a godsend in navigating the last 6 months.

Employee hat off for a moment, I'm not a finance or management person and don't have any intention of being one (I got my fill of that in banking and the Army), but I don't think it's a stretch to say that the success of PF2 and the massive, widespread adoption of the new edition by communities around the world really saved our bacon in...

Thank you very much for such a well-written statement. It's sometimes easy to forget the real size of Paizo with the vast amount of products that come out. For that we thank you. We know that this has not been an easy time for anyone. Covid has caused much suffering and brought out the worst in some, and shown the best in others. So while it sucks to have to wait so long, I'd rather wait that have the fabulous collection of people that form the Paizo team to burn out.

*

Robert Hetherington wrote:
Saint Bernard de Clairveaux wrote:
I'm curious: Why have scenarios above level 6 been put off for an entire year?

We have 5-8s.

That's no 7-10s until later.

/me facepalms

Of course there are. Sorry I overlooked those. Still, I am curious why so long until 7-10.

***

1 person marked this as a favorite.

I don't think 7-10s at the end of Season 2 is late at all.

Yes, it's late for the dedicated core that have played all the Season 1 scenarios, but the median player hasn't played nearly that much.

Pushing the 7-10s later in the year allows more "entry level" games and more time for the median player to build up. Remember that with the 7th level pregens being dropped, there won't be three tables worth of players showing up for "7-10 night."

4/5 *** Venture-Agent, Utah

Ferious Thune wrote:
Nefreet wrote:

Most of the time, Pregen errors were in their favor.

1E Amriri had two Combat Traits, 1E Lem had an illegal potion, and SFS's Iseph has an extra +3 to Trick Attack.

If Quinn really is missing 4 skill increases (I haven't looked myself), then I'd let a player choose them, but wouldn't fault a GM for ruling the opposite at their table.

I’m pretty sure he’s missing all of his skill increases. He has 13 trained skills (one is expert). With a 19 INT, that’s:

6* class + 4 INT + 2 background + 1 from skilled heritage

* He looks to have taken Society with skilled heritage, which is at expert. That essentially gives him 6 class skills (society goes to free choice, empiricist gives any INT-based skill +4+INT).

So yes, he should have 4 more increases, either as 4 skills at expert or additional trained skills.

Oh jeez, I forgot about the skilled heritage! Yeah, as it is now, Quinn's not looking too skillful to be one of the skill characters.

2/5 ****

7 people marked this as a favorite.
KingTreyIII wrote:
Ferious Thune wrote:
Nefreet wrote:

Most of the time, Pregen errors were in their favor.

1E Amriri had two Combat Traits, 1E Lem had an illegal potion, and SFS's Iseph has an extra +3 to Trick Attack.

If Quinn really is missing 4 skill increases (I haven't looked myself), then I'd let a player choose them, but wouldn't fault a GM for ruling the opposite at their table.

I’m pretty sure he’s missing all of his skill increases. He has 13 trained skills (one is expert). With a 19 INT, that’s:

6* class + 4 INT + 2 background + 1 from skilled heritage

* He looks to have taken Society with skilled heritage, which is at expert. That essentially gives him 6 class skills (society goes to free choice, empiricist gives any INT-based skill +4+INT).

So yes, he should have 4 more increases, either as 4 skills at expert or additional trained skills.

Oh jeez, I forgot about the skilled heritage! Yeah, as it is now, Quinn's not looking too skillful to be one of the skill characters.

Quinn's lack of skills was really just a test for whether you can actually play an investigator. Now that you're all on the case, you've unlocked the REAL Quinn pregen.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

4 people marked this as a favorite.
Jon-Enee Merriex wrote:
Does the smaller table size (running with 2 players and 2 pregens) affect PF1 as well?

Big tip of the hat to Jon for asking the question. On a VO-communications channel, her response was, and I quote,

Tonya, she who doth rock wrote:

Program wide :)

So go nuts!

PF1 seeker hard mode enabled!

Grand Lodge 4/5

I stand corrected!

Grand Lodge 2/5 **

Pathfinder Adventure Path Subscriber
Mike Bramnik wrote:
Jon-Enee Merriex wrote:
Does the smaller table size (running with 2 players and 2 pregens) affect PF1 as well?

Big tip of the hat to Jon for asking the question. On a VO-communications channel, her response was, and I quote,

Tonya, she who doth rock wrote:

Program wide :)

So go nuts!
PF1 seeker hard mode enabled!

Sorry, three player "hard mode" specifically states 2nd Edition.

Grand Lodge 4/5

4 people marked this as a favorite.

The answer was in response to the question "I don't suppose the recent 2 PC + 2 Pregen / 3 "Hard mode" ruling applies to PF1 as well?" so it has been clarified that all of it applies.

1/5 5/5

Pathfinder Lost Omens Subscriber

Well, it should take some pressure off organizers, at least, so there is that.

Hopefully it all works out.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

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I am sure the clarification would be for those times a pregen is not available for the "hard mode" 3 player set. We still have 7th level pregen characters for PF1, so it would be the seeker modules and scenarios that would have the 3 player table with no pregen.

This is great news, indeed...

Dark Archive 4/5 5/55/5 **** Venture-Lieutenant, Ohio—Columbus

Honestly with how optimized some characters and groups are "hard mode" may be the only way a GM has to see the players sweat a little. I never run with the intention of killing a PC. But when the stack of boons comes out I will admit... I get a little happy. As long as its not because I messed up or ran something wrong.

1/5 5/5

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Most of my GMing experience has been 'seeing tables sweat' under 'Normal' conditions.

Usually due to dice hate, but sometimes because of sub-optimal choices...

I don't see a need to make people bleed stress for that same experience?

It's not fun for some.

1/5 5/55/5 *** Venture-Agent, Online—VTT

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GM Wageslave wrote:


Most of my GMing experience has been 'seeing tables sweat' under 'Normal' conditions.

Usually due to dice hate, but sometimes because of sub-optimal choices...

I don't see a need to make people bleed stress for that same experience?

It's not fun for some.

That's why, while I'm very happy to see it as an OPTION (since I know some players that are the type Hard Mode is for) I hate to see it as the only option for ANY level range.

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

I find it interesting that when the subject of pregens comes up, the majority position seems to be they are generally unoptimized and in some cases, “unplayable.” I don’t share that opinion. So it’s odd that people would be excited about using not one, but two pregens and only two “real” characters at a table given the opinion that 2E is more deadly than 1E, or even SFS.

5/5 *****

TwilightKnight wrote:
I find it interesting that when the subject of pregens comes up, the majority position seems to be they are generally unoptimized and in some cases, “unplayable.” I don’t share that opinion. So it’s odd that people would be excited about using not one, but two pregens and only two “real” characters at a table given the opinion that 2E is more deadly than 1E, or even SFS.

I dont know that that opinion is necessarily widespread. I consider 1E far more likely to result in actual character death, if simply because of the number of things which can just automatically take you out, especially as levels increase. Certainly you are more likely to take damage in 2E and, perhaps, more likely to fall unconscious but death seems significantly rarer.

To date, over about 70 games run, I have had one PC death, an unfortunate person who was critted into unconsciousness (dying 2) with a flaming weapon so ended up on fire and lying on a fiery grate causing more automatic damage.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Ferious Thune wrote:
Nefreet wrote:

If Quinn really is missing 4 skill increases (I haven't looked myself), then I'd let a player choose them, but wouldn't fault a GM for ruling the opposite at their table.

I’m pretty sure he’s missing all of his skill increases. He has 13 trained skills (one is expert). With a 19 INT, that’s:

6* class + 4 INT + 2 background + 1 from skilled heritage

* He looks to have taken Society with skilled heritage, which is at expert. That essentially gives him 6 class skills (society goes to free choice, empiricist gives any INT-based skill +4+INT).

So yes, he should have 4 more increases, either as 4 skills at expert or additional trained skills.

Got curious, so I took a look. The lvl 5 pregen sheet gives him only one skill at expert: Society. He took Quiet Allies, and that requires expert Stealth, so there's one more. That leaves two increases to expert needed. Not sure which two are most appropriate.

At level one, according to the character sheet, he has an extra untrained skill (Lore: Other) which carries through to the level 5 sheet. I don't think he should get that many skills, and if he does have it, shouldn't "other" be more specifically identified?

Note: I used Hero Lab Online to verify the sheets, so if HLO is wrong, so was my verification. :-)

Scarab Sages 4/5

He has the Skilled Heritage, which makes one of his skills Expert at 5th level. But he could also use his skill increases to become trained in additional skills. He should have at least 1 skill at expert, then some combination of 4 skills either trained in addition to the 13 he starts with or existing skills increased to expert. While I assume most players would just have 5 skills at expert, I don’t know if we can assume that for the pregens.

4/5 *** Venture-Agent, Utah

Ed Reppert wrote:
Ferious Thune wrote:
Nefreet wrote:

If Quinn really is missing 4 skill increases (I haven't looked myself), then I'd let a player choose them, but wouldn't fault a GM for ruling the opposite at their table.

I’m pretty sure he’s missing all of his skill increases. He has 13 trained skills (one is expert). With a 19 INT, that’s:

6* class + 4 INT + 2 background + 1 from skilled heritage

* He looks to have taken Society with skilled heritage, which is at expert. That essentially gives him 6 class skills (society goes to free choice, empiricist gives any INT-based skill +4+INT).

So yes, he should have 4 more increases, either as 4 skills at expert or additional trained skills.

Got curious, so I took a look. The lvl 5 pregen sheet gives him only one skill at expert: Society. He took Quiet Allies, and that requires expert Stealth, so there's one more. That leaves two increases to expert needed. Not sure which two are most appropriate.

At level one, according to the character sheet, he has an extra untrained skill (Lore: Other) which carries through to the level 5 sheet. I don't think he should get that many skills, and if he does have it, shouldn't "other" be more specifically identified?

Note: I used Hero Lab Online to verify the sheets, so if HLO is wrong, so was my verification. :-)

Pretty sure the Lore (other) is for his Keen Recollection class feature. Don't know why it's there at level 1, though.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
KingTreyIII wrote:
Pretty sure the Lore (other) is for his Keen Recollection class feature. Don't know why it's there at level 1, though.

Me either, since he doesn't have Keen Recollection at that level.

I put his two missing Expert increase in Lore (Legal) and Diplomacy. Seemed appropriate. That gives him:

Expert in Crafting, Diplomacy, Legal Lore, Society, and Stealth.
Trained in Arcana, Deception, Medicine, Nature, Occultism, Performance, Religion, and Thievery.
Untrained in Acrobatics, Athletics, Intimidation, Other Lore, Survival.

Trained in 13 of 18 skills, expert in 5 of the 13. Although if "Other Lore" is related to his Keen Recollection, that's pretty much every Lore skill besides Legal.

Scarab Sages 4/5

I think the +6 to Lore (Other) is coming from Untrained Improvisation. 1/2 level is 2 + 4 INT for +6 to all Untrained Lore skills. That’s consistent with his +4 acrobatics and +4 athletics that he’s not trained in. 1/2 level +2 Dex or +2 STR. Keen recollection would make him +9 for Lore skills to recall knowledge.

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

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I have a question about 3 players in scenarios where you have skill check encouners that need X successes for Y players, but they only scale down to four.

Do we scale them down to three?

1/5 5/5

Pathfinder Lost Omens Subscriber
Liam wrote:

I have a question about 3 players in scenarios where you have skill check encouners that need X successes for Y players, but they only scale down to four.

Do we scale them down to three?

That might be the 'hidden' Hard Mode Bonus?

Not only that the scenario will be more difficult, but that not all rewards will be available?

Sczarni 5/5 5/55/5 ***

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I would inform the players ahead of time that there might be a significant chance of reduced rewards, and offer the chance to reschedule when another player can be found.

Silver Crusade 1/5 Contributor

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I am very happy for the 2 PCs + 2 pregens option. Now maybe my friends and I can get involved in Society again. ^_^

Silver Crusade

Yay!

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