BretI wrote:
I can see this as a boon! It reminds me of the Child of Aslynn background charity boon.
I agree with the sentiment put out by all of my colleagues! When I first joined Organized Play at the start of the ORC Content, I played 1-03 Escaping the Grave. After I told my GM I had played Malevolence before, he informed me I got a full-level chronicle for completing that adventure. This was an amazing reward and an amazing surprise for completing a long-form adventure. I would love to continue sanctioning for SF2e long-form content to give new players the same joy I experienced on my first organized play day. Whether we need to make a team of dedicated volunteers to continue the same quality adventure chronicles, make the bare minimum chronicle with what we have, or something else, we are eager to continue the SFS2e adventure chronicle tradition.
redeux wrote:
I agree we need to have reviews even if they are not a purchase on your account history. It is important to get the Player and Venture Officer prospective. Even though the individual has not purchased the product through Paizo (or they received the product for free), it is crucial to show what the community values at that moment, what the products are doing right, and how future products can be improved.
Tempest_Knight wrote:
I found a version of it! It is at the end of the Playtest Scenarios! Here are some of the rewards listed for the program: Pathfinder Society (second edition): Participants who check off at least four boxes gain access to the contemplative
Starfinder Society (first edition): Players and GMs earn Starfinder Achievement Points for each session reported.
Starfinder Society (second edition): Participants will earn access to campaign-exclusive backgrounds in Starfinder
From the Starfinder Playtest FAQ, yes, you do earn all of the rewards--no need to select!
Tempest_Knight wrote:
I would like to know too, please!
I just noticed the "Shove" action allows a success or critical success person to move after the enemy that was shoved (only up to the amount of movement shoved) for free, but a "Reposition" action only allows you to move a person within your reach and you cannot follow after it unless you spend a stride or step action to do so. In my mind, I feel like reposition could be dragging an enemy into a better position to flank with an ally, or dragging the enemy away from your teammates while moving.
Right now, I am playing a guardian for the beginner box adventure, but I also GM'd a level 5 Guardian in Scenario 1-17: The Perennial Crown Part 2 during PaizoCon! Here are my initial thoughts: -Hampering Sweep is way too powerful. The fact you can just prevent all enemies from moving out of your reach is too busted. I know I see a lot of people wanting this as the class feature compared to taunt, but this would need to get a rework. Perhaps an enemy can attempt an escape check against your class DC with the current feat. Critical failure means not moving, failure you treat the movement as greater difficult terrain, success is difficult terrain, and Critical Success the enemy is not hampered by the guardian and can move as normal. We could have it be in sync with the taunt ability; the enemy subject to the guardian's taunt is hampered until the start of the guardian's next turn. This way, the guardian is concentrating on one person and not an entire army within reach. We can change the number of actions it takes for the guardian. Two actions to hamper an enemy, or the guardian spends their entire round preventing a select--not all--couple of enemies from moving away. -With a tower shield, the scenario guardian was able to spend two actions (shielding taunt and take cover behind the tower shield) and raise their ac to Thirty! Combined with a third action of hampering strike, the Webhekiz encounter did not feel fun to run. Sure, a taunted enemy had a +2 to strike the guardian, but there was no way any of the Palace Guards (Tier 5-6) were able to hit the guardian outside of a roll range of 18 through 20. King Webhekiz had a better chance with spells that forced saves and a 15-20 range of success with his Striking Scepter, but not a huge chance. I think I was able to do damage to the guardian in the scenario because of the obstacle failures in the beginning of the scenario, the King's lightning bolt, and I was able to hit with Qxal's Avatar (+20 to hit). Sure, the guardian did have to spend their entire round to accomplish this feat (which a 30 AC is impressive on its own and this is the fantasy of the guardian), but the guardian should not be able to be to prevent all creatures around them from moving away and be able to prevent a lot of hits with a high AC—it doesn’t seem fair to the GM. -Taunt, conceptually, is cool, but I feel like it is missing something to make it a great class feature. Perhaps we can add “Guardian tactics” like “Come at Me!” (one or two actions) Prerequisite: Enemy subject to the guardian's taunt failed or critically failed: A creature that failed or critically failed a will save against the taunt must make another will save. Failure means it must try to strike the guardian next round, critical failure means it must spend its entire round coming after the guardian, success gives the creature a +3-circumstance bonus to hit if it chooses to strike the guardian with any of its attacks next turn, and critical Success is like the success condition but with a +5-circumstance bonus. The numbers are high with the success conditions, but it incentivizes the GM to target some of the “Tower-shield Sallys”, and the guardian can prevent their allies from being hit by making them an easier target. You can add other abilities like this to give the taunt something more where failuire does what the guardian intends, and success may punish the guardian for their reckless tactics. Overall, I do love the guardian, but I want to make sure the guardian is fun for the GMs to run as well. |
