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I've had one session with my thaumaturge and find him very underwhelming so far. I seem to miss all the time, regularly fail lore skills, do paltry damage, take lots of hits, etc. On my own (as an experiment after the session), I also ran the build through several more encounters, levelled him up to 3rd and 5th levels, and found him unable to offer much in combat.
Level 1
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I'm a new GM jumping into Starfinder. Yesterday I purchased the Beginner's Box, Core Rulebook, and Junker's Delight. I'm excited to be running this system for my group of players - who are predominantly teenagers who are pretty new to RPGs (have played a bit of 5e.) I saw really high marks for the Beginner Box (and I think the components such as the pawns and battlemat are very valuable). I also have used the other Paizo Beginner Boxes for Pathfinder 1 & 2. I feel like the streamlining used in the Starfinder Box is more extreme than any of the other Beginner Boxes, and it might cause confusion when expanding to the full game with the Core Rulebook. The Beginner Box has a different method of generating Hit Points, doesn't use EAC or KAC (only one AC), doesn't track ammunition, doesn't use Stamina Points ... and that's just what I picked up with a cursory glance. In your opinion, should I just skip the Beginner Box and dump the players into what will easily be the most complex TTRPG they've ever played? Or do the Beginner Box - and if they like it - figure out how to "translate" the rest of the game to those specifics? (Because if they don't like it, we won't continue the game. And if they do, I don't want to "pull the rug out" and tell them to relearn the game and make it more realistic - aka "less fun.") ![]()
I'm going to attempt to get my group to try Starfinder. They are mostly teenagers who have only played 5e up to this point - but I really need a break from the genre and system. I'm assuming that the Beginner's Box is a good first step, but what after that? Is there a follow-up adventure? Or for an AP - what's a good introductory AP for a new group (including GM)? Something that will hit the high spots, have plenty of action, be relatively straightforward, etc.? Would appreciate any advice. I'm Day One, just learning my way around this game. ![]()
Repeatedly I see Inventor and Alchemist come up on lists of the worst classes in Pathfinder - either confusing to play, very situational, or just underpowered. Considering that two of the three recommended classes for this AP are underwhelming - AND I'm considering this to be a group of teenagers' first experience with Pathfinder - maybe I should pick another Adventure Path? (One player in the group has already played Abomination Vaults & Frozen Flame - so I don't really know what else to consider.) ![]()
I don't know if I'm just not cut out for running Adventure Paths or what, but I'm getting completely overwhelmed by this one. First, I want to give a few factors.
Specific to this adventure, we're in Chapter Two of "Lost Mammoth Valley." There's a big map with 50+ locations. There are 8 factions operating within the areas. My group is pretty slow moving (partly due to the restraints of shorter sessions being played online) - so at our current pace, it could take us over a year to get through this map. I could cut some of the locations, but I have no idea which are the "important" areas. I don't know, for example, if there's a vitally important magic item located down the side passage of cave being guarded by mutated otters (well actually, I did find that one and retconned it). Is it important that I let certain NPCs live? Is it vital the party have connections with all the groups? Are they going to miss important gear? What about story elements? What even is the story at this point? Are we expecting the group to explore a dangerous valley while they're still being pursued by an enemy tribe? ![]()
I apologize if this is the wrong forum to share these frustrations. I know that Paizo is not to blame for my situation, but I'm hoping some others on here have solutions (or can at least allow me the space to vent as a GM). I've been running PF2 regularly on Foundry VTT. I'm currently nearing the final chapter of Book 1 of Quest for the Frozen Flame. It was during last night's session that I discovered the PDF to Foundry importer is no longer supported for the current version (10) of Foundry. The upgrade happened automatically to all of my games on Foundry, so I can no longer use the feature to upload PDFs. Once the players get to the end of Book 1, that's it. Either the campaign ends or I begin the arduous process of adding every map, trying to get walls and dynamic lighting working correctly, trying to align the grid so it doesn't look like sloppy trash, hoping to find the right opponents in the bestiary (which no longer has the imported artwork so they are generic, goofy silhouettes that kills the mood). Last night I discovered that what was the best way to play the best modern RPG has turned into a nightmare that is going to turn into a heck of a lot of work and still be a substandard experience for my players. Quest of the Frozen Flame is available for Roll20, which doesn't still doesn't look serviceable as a VTT (I have used it in the past for Age of Ashes and Abomination Vaults). It has zero automation, no tools, no access to the SRD content, no character creation, etc. What it has is maps and art work - which I can no longer get on Foundry. If I want to stay with Foundry, I have very limited official offerings from Paizo. I can't get an official download of the campaign we've started. Who knows if there's any hope that past APs are going to be made available? And is it going to be in time for my group (doubtful)? Unless I can come up with another solution, I'm not going to stick with Foundry. If I don't stick with Foundry, I don't stick with PF2. If I did have a request of Paizo - and I realize it's a longshot request from an overworked GM - buy the rights to the PDF to Foundry Importer from FryGuy. Keep it updated until you can get your past APs (and PFS adventures) converted to Foundry officially (like you have with Blood Lords and the others). This would be great for your fans who are running other campaigns on Foundry who are like me - facing the end of their campaigns. Otherwise, I think we'll see Pathfinder 2's usefulness in Foundry drop. If you want to keep us playing on Foundry and Society active online, we need more content. ![]()
Apparently, there is a real desire to play PF2. I posted availability to run an AP online and got 10 interested players. In one day. Obviously this is too many for me to GM effectively, and I wish I had more free time to start an additional game to accommodate everyone.
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I'm about to undertake yet another attempt at PF2 on Foundry with my wife and best friend (side note - I'll be looking for players soon). Even though a big part of me would like to write my own adventure, I think getting a new group together would benefit from the name recognition of an AP. I've had a bad run of APs in PF2, and I'm trying to find that "Goldilocks AP." Age of Ashes - too difficult
What are currently considered the best APs? I'm looking for something with better levels of challenges than Age of Ashes, more variety than Abomination Vaults, and something that might appeal to bringing in new players to PF2. Or would you recommend stringing together Society Adventures (but not running for Society credit)? OR perhaps converting a previous edition AP (Age of Worms?) Thanks in advance. I really want to finally run a successful PF2 game (after three failed attempts with different groups). ![]()
I'm not bragging - actually the opposite.
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I'm a little fuzzy on the appropriate rate of distributing Hero Points. After giving each character 1 point to start each session, I had been awarding them to one character per hour of play. I've had a couple different groups say this is stingy, and the correct amount is 1 point to ALL characters per hour.
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I'm preparing to run Extinction Curse (voted on by my group), but I thought my question was general enough to post here than in that specific AP forum.
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So I'm trying to get my FLGS on board for letting me run some games there - since there has been no RPG opportunities since COVID. We're debating D&D vs PF2 (and Adventurers League vs PFS). I know these boards will have a strong preference for PF2 (and I would also prefer running that system), but I have some considerations maybe you can help me talk through... 1) Likely we won't be able to have 4-5 hour sessions due to the hours of operation of the shop. Most of the content available for PFS would be too long for me to run there. (I know there are Bounties/Quests, but I would run out of those in a couple months.) 2) Would it be preferable to try to run "drop in" AP campaigns like Abomination Vaults as opposed to PFS scenarios - considering I probably wouldn't be able to complete them in the allotted time? 3) Can you "shorten" scenarios to fit in your allotted time? 4) Would it be better to just not use any type of Organized Play if I can't do it "properly?" (For instance, a few years ago when I attempted PFS games there with PF1, I don't think anyone registered their characters. They just wanted to play a game.) 5) In general, have any of you had similar experiences and suggestions? ![]()
I've heard several people on messageboards and YouTube say that the "earlier" 2e APs didn't have the challenge levels right and had design issues as the writers were still getting used to the new edition. Having run the first part of Age of Ashes, I agree with this sentiment.
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So if I were going to introduce new players to PF2, where should I start? I'm thinking not an AP. Needs to be on Roll20 (because that's what we use.) I'm not sold on the Beginner Box because it's not the actual rules, and if we were going to be sticking with the system, I'd be fighting against those rules changes for the future of the game. ![]()
So I started running PF2 with Age of Ashes probably around Nov/Dec 2019. I've run biweekly sessions of that and another AP as well as playing in a handful of PFS adventures. And it's embarrassing that I still have to regularly rely on my players to help me get the rules straight, pausing the game at least every 15 minutes to look up an obscure rule - and we're only 4th level. I don't feel confident to make rulings, design encounters. In fact, I feel barely functional when trying to run a published adventure exactly as written. I study the rules, read the adventure ahead of time, yet it looks like I've done nothing to prep. All of this said, I'm not a slouch at gaming. I have run numerous other systems and have been GMing since 1989. I have published adventures in other game systems. So what makes PF2 so difficult? Should I be understanding it better by now? How do you keep it straight? ![]()
So my group is making its way into the 3rd level of the first adventure. Thus far there is absolutely no time limit, and the encounters are spread out enough where they don't really interact together. Thus, my players have been able to spend 10-30 minutes between each fight to fully recover hit points, focus points, etc.
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So my group is moving through the AP we're playing quickly. While getting lucky by avoiding most of the battles, they are missing a lot of the loot. Since we're using milestone XP they are of the appropriate level to forge ahead, but they are behind the curve in equipment (like having 30 gp between 4 party members at 3rd level).
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So the Organized Play info doesn't seem to be hosted on Paizo's site anymore. The link to the new location seems to not have much information. (Like it didn't even explain how much XP is needed to go up a level.)
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So I'm creating a PFS character for my first game (as a player) of PF2 at a con this weekend. I'm not incredibly familiar with the player side of things, having only played in the playtest and then GMed.
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First, apologies if this isn't the right forum to post these questions.
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Sorry if I missed this in the FAQ, but I am a little lost. I signed up for some events at a virtual con. Most of the Society adventures are for Tier 1 characters, but one is for Tier 3. I don't have a character who has gotten that high (or even played a single PFS game yet).
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Those of you who got this and are reading/running it, how do you think it compares to other PF2 Adventure Paths? My group TPKed all the way through Age of Ashes and abandoned it. Extinction Curse and Agents of Edgewatch were dismissed for thematic issues.
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Before my group threw in the towel, they were unable to find a good balance of character classes that work well together. They kept getting stomped by the encounters in Age of Ashes.
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I realize I'm likely in the minority, but I'd prefer adventure content of a mega adventure along the lines of what is put out by other companies that focus on, well, the adventure. Approximately half the content of each AP is stuff I don't use, and I end up spending around $150 per campaign (when you can get similar material from other companies for less than half that).
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Where's the best place to find online games? And what's the best VTT to handle PF2? (Roll20 seemed ... lacking?)
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Are there any Society Quests or Scenarios or otherwise short adventures you can suggest? I am restarting a new group of characters after a TPK and would like a short rest adventure before they jump back into the AP. (Additionally, we are adding a player new to PF2E so I'd love him to get the hang of things before we get to the real Adventure.) ![]()
I'm pretty new to 2E, and I've run three sessions of "Hellknight Hill." We'll soon be coming to the part of the adventure when the writers encourage the GM to create additional encounters if needed for their group. Since we're using milestone levelling, I don't really "need" to create encounters, but I thought it might be a good idea to get some practice in encounter design. We usually have 6 players (barbarian, sorcerer, cleric, rogue, champion, and fighter) if all come. They should be 3rd level at this point in the adventure. Do you have any tips beyond what is in the Core Rulebook, or anything that is frequently missed? ![]()
A brief history of my gaming... I've been running games since AD&D 2nd edition in the late 1980s, but I really honed my skills during 3rd edition and Pathfinder 1e. I even ran D&D 4e events at my local game store, and managed to make a good time.
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I tried to start a PFS game several years ago, and it required a lot of bookkeeping, plus players did not register their characters, etc. However, I'm now at the point where I can't get regular players to commit to gaming, and I was wondering if PFS at a gaming store might bring them in? So far there is no PFS presence in our community (even within 2 hours driving distance). Any thoughts? ![]()
I'm coming from a group that has been mostly following 5E for years, though we've occasionally played other systems, including Call of Cthulhu and Savage Worlds. A subset of my group and I tried the playtest for PF2E (as well as a few convention playtests), and we found it not exactly to our liking. I'm aware that the final version has been released, but it's going to be a tough sell to the group to try it after the bad experiences they had with the playtest. So buying the core book and bestiary isn't really an option at this stage until I get some group buy-in. Is the SRD enough to play the game? Also, are there any good starter adventures? I wouldn't mind shelling out a little for a PDF for an adventure if it's a good experience. (I heard the demo adventure recently released doesn't do the system justice. And that it's not really a "system-seller.") Thanks in advance! ![]()
My friends and I played Lost Star today (I GMed). I'll try to find more specific threads to comment about the specific issues we had, but for now, here's our general observations. First, we had 2 players that each controlled 2 characters (goblin monk, half-orc alchemist, dwarf druid, and halfling ranger). [We couldn't find 4 players on short notice and wanted to get the playtest started in earnest.] After three combats, the characters were spent on nearly all resources and HP. We found that they would have to rest for several days to recover HP naturally - so the druid spent all healing spells to get them up to speed and then they rested again. [Perhaps a quicker recovery of HP during rest would help?] The game dragged on pretty long. Granted we were not familiar with the new rules, but we were looking up stuff all the time. We had to get the rulebook out on nearly every turn. The dying condition was confusing, even after reading it a few times. Counting diagonal movement slowed the pace. (Full disclosure - we're predominantly 5e D&D players.) Firing past other party members and enemies was a little confusing - "blocking" and "screening" seemed like similar concepts and got swapped around. Could just be me. I was a little confused if conditions stacked. Like if a character was poisoned and then got poisoned again by a second attack - did that move him to a second stage of the poison (I ruled it did not). I also was confused about shield proficiency. Do you also add proficiency bonus like you do with armor proficiency? (One player argued that you do not. It actually did not come up in play, as no one used a shield.) We had a TPK in the final boss fight, but it was a close one. Additional healing resources would've helped. (The group found none of the healing treasure items.) Overall, the players liked character creation and thought the whole game experience was an improvement over PF 1e. It was still slower than 5e and it seemed a little over-concerned with minutiae. (We have played some crunchy games including Shadowrun and 4e. This somehow seemed more bogged down.) There are many conditions to keep up with, weapon traits, different critical failure and success effects for most actions - and it's unlikely players will be able to remember them, so you will always have to refer to the rulebook. Some of the design and layout choices didn't work for us. The icons for what kind of activation and the number needed were a little hard to read. (Just writing out "2 actions" would be sufficient instead of looking for two red boxes slightly stacked over each other.) Also, having to flip through hundreds of pages to find relevant information really slowed the pace. For example, having the death and dying rules on a page, then needing to look at a chart of sample DCs to find what the recovery DC should be was inconvenient. (Perhaps just have the DC be 10+ the monster's attack bonus?) Anyway, I probably rambled enough here. Just wanted to post while everything was fresh. ![]()
I am planning to run a weekly event at the LGS. I am using the pregenerated iconics for players who do not have their own characters. The iconics are presented at 1st, 7th, and 12th levels. Is there a quick rule of thumb to convert - on the fly - a character from 1st to 3rd level or so? I think I have read it before somewhere. Thanks ![]()
So I am meeting with the owner of the LGS in a couple of days to discuss the future of PFS at his store. I've run 3 games on a trial basis to great success (having to turn away players so many want to play). He has reimbursed me for the cost of downloading the three scenarios. He thinks that to continue doing this could be an extra expense on his business with little payoff. His experience is that gamers don't buy product (and he's right). Most of the players at PFS are sharing rulebooks or buying PDFs from Paizo (which is not bad - but it doesn't help the LGS). So I suggested a fee of $1 per player to cover the expense of the adventure. He thinks that will kill the program - what do you think? How do other places handle this? ![]()
I know this is a strange topic, but I hope you'll see the purpose after reading my post. I have GMed three biweekly PFS sessions at my local gaming store. The game has been a huge hit already. We had 7 players last time, and I had to turn away three others. Sounds good so far, right? Enter complications... 1) Well, the owner of the gaming store hates that I am turning away players (and I do too). I am the only GM willing to run PFS who has volunteered at the LGS. 2) With the hours I work and the hours of operation for the LGS, it is a challenge to find hours they are open long enough to allow the 4-5 hour sessions required for PFS. 3) Over half of the players are completely new to Pathfinder (and tabletop RPGs in general). The regimented nature of PFS sometimes seems a rude awakening to them. 4) Some of the players have refused to register their characters for PFS. So allow me to ask: Is it necessary that I should run PFS? It seems that many of the complications I have come from the PFS format. Considering that we are having mostly the same players week after week, would it be better to have a regular campaign? ![]()
So the first session of the new campaign no one else was willing to take the obligatory cleric, so it fell to me. [The player who had originally planned to take the cleric had to drop out of the campaign due to changes at work.] 8th level; 20 point buy; 33,000 gp worth of equipment. I raced make a character so the group could begin play and I ended up with an effective healer: Healing and Protection Domains, Extra Channel, Selective Channel, and a Phylactery of Positive Channeling to do +2d6 on channel bursts. Unfortunately, with the exception of decent HP and AC, this guy is a dud in combat effectiveness. He's a cure wand on legs, and compared to the character (that I now cannot play)I had obsessively designed for weeks before the game, he's a boring, one trick pony ("heal my comrades"). We are facing monsters that he cannot hope to hit with his paltry +9 attack bonus, dealing a pathetic 1d8+3 damage against creatures with DR two times higher than his average damage. In the only fight of the session, I stood behind the barbarian and healed him every round while he chopped away on a demon. I am a much more active player than that. I want to think strategically, do creative things, and accomplish something in the encounter. Being able to do only one type of thing will become incredibly boring in very short order. So what is your advice? How do you keep clerics from becoming boring heal-bots? ![]()
Okay, so I am pretty new at organized play in general and PFS in specific. Let's say that out of a table of 6 players, I have only 2-3 who actually want to register and advance a PFS. The others might be casual gamers who just dropped in or even repeat attendees who don't want to be troubled to register. 1) Is the table still considered legal with 2 registered players if the others will not register? 2) What do I do with players who refuse to register and keep coming back?
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