Agape |
There hasn't been resolution of the (very good) question about conflicts between "not intentionally increasing difficulty", fixing "obvious errors", "maintaining the functioning subsystems", and (apparently unrevised) allowance for GM discretion with respect to "terrain or environmental conditions described in the adventure but not given mechanics". Let me give a concrete example from a recent PFS scenario; I'll keep details to a minimum.
In 6-02, the PCs climb a mountain. Under the specified mechanics, it takes 8 to 16 hours to do so; it is quite unlikely that the party does it in less than 12 hours (roughly 2% chance for a party of 6, under generous assumptions). The adventure starts "early in the morning", and there are *at least* 5 hours of (non-strenuous) activity in the adventure before the ascent. There is an additional segment of the ascent that is not given a timeframe.
There is a combat after the climb, with no discussion of environmental conditions. Under the proposed new language: (1) Can the GM deem that it is nighttime and thus dark? (2) Can the GM have all the PCs be fatigued, because they have been climbing a mountain for at least 8-16 hours?
If the GM "maintains functioning of subsystems and similar", then they would know that it's likely been 18+ hours since "early morning". It's reasonable to infer that it cannot possibly still be daytime at this point, and the guide gives latitude for conditions that were not given mechanics by the adventure.
Following the rules of the game, they've been traveling overland for well over 8 hours (even accounting for "breaks to rest and eat" per the adventure), and thus should be fatigued. By RAW, it's almost impossible to *not* be fatigued for the final combat. The (generously calculated) chance of ascending in 8 hours is about 7 in 1 million for a party of four and 1 in 2 billion for a party of six, even pretending that the unspecified segment takes no time at all.
On the other hand, either of these changes would intentionally increase the...
Seems fair to have the final fight take place at night in darkness and the party fatigued. The more difficult conditions around the fight are a result of player actions and successes, not arbitrarily inflicted by the GM.