Daji the Fox

JohnF's page

Goblin Squad Member. Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber. **** Venture-Captain, California—San Francisco Bay Area South & West 3,140 posts (3,719 including aliases). 4 reviews. 6 lists. 4 wishlists. 37 Organized Play characters. 11 aliases.


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Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Lau Bannenberg wrote:
You can't really schedule a 6-slot module at a convention, at that point some of those people are basically playing a homegame for the whole Con and waving to people passing their table.

We can, and do, schedule multi-day modules at our conventions.

It gives people who live in areas where they don't have enough local players to run a module (especially one that will require many game nights to run - not everybody can commit to attending every weekly game night for two or three months) a chance to play them. It has proved to be very popular - we have no difficulty filling a table if we put it on the schedule.
We also schedule one-day modules, although many of these are the older 32-page modules. We've done this at all our major local conventions for longer than I've been playing PFS. Originally we used to have "Module Sunday" (with the multi-table special on Saturday night), but that's more complicated now we have multiple campaigns wanting to run multi-table specials. This last year we've experimented with running single-day modules on Friday, which seemed to be well received.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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We just played this (both parts) over the weekend (at tier 14-15).

The characters had all run through Eyes of the Ten (everyone had succeeded, though not all had earned VC rank; two, of which mine was one, had missed out by one PP).

Spoiler:

First, a little background. Both my wife and I found Pathfinder in 2012.

Guide to Organized Play V4.0 (2011) wrote:

For centuries, the Decemvirate sent Pathfinder Society agents of varying skills and competency to far-flung lands in search of artifacts and dangerous knowledge. Over time, these leaders distanced themselves from the rank and file field agents, and soon began to forget what it truly meant to be away from the protective sanctum of Skyreach in the Grand Lodge of Absalom. Many members of the Society became bitter and disillusioned, and in 4710 AR, splintered away and demanded that the Decemvirate and their venture captain representatives not forget those that serve them.

. . .
The Shadow Lodge has reformed into a watchdog group, and despite its sinister sounding name, truly wants the best for the Society and its members.

That paints the Shadow Lodge in quite a favourable light. So much so, in fact, that my first PFS character (not, unfortunately, the character I played in this scenario) chose the Shadow Lodge faction.

As such, I have often claimed that the subsequent attempts to portray the Shadow Lodge (and, by extension, Grandmaster Torch) as nothing but agents of evil was but one side of the story, put forward by those with a vested interest in keeping the full truth from coming to light.

Needless to say I found the storyline of these two scenarios extremely satisfying, and an appropriate conclusion to an adventuring career.

Of course I voted to let Grandmaster Torch live, as did the rest of our party. Everybody also accepted the offer of joining the Decemvirate (which is going to need to change it's name ...).
One thing we did suggest, though, is that the cost of anonymity was higher than the benefits, and that the Decemvirate Masks should be retired.

Stumpy M'Kall, agent 774-1, wrote:
What have I been telling you for years?

Shadow Lodge

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Keith Richmond wrote:


That said, if you feel strongly that it should be in the game, you should definitely play that way. That's why I wrote both the rule and then this blog :)

Unfortunately that's not an option for Organized Play.

If something like this is seen as having merit, and being attractive to a significant number of players, it needs to be an official option, not a house rule. Saying "you can't do this in organized play" isn't going to prevent players from playing that way - it just means they're going to switch to home games (or give up PACG altogether). It's hard enough to get Organized Play running at the best of times - we don't really need additional ways to turn potential players away.

Shadow Lodge

Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber

Discounts as a whole appeared to be broken.

In my pending subscription order (#8180044),
and the sidecart order included with it (#7914022),
almost every item has the wrong discount applied.

I've described this in more detail in a thread on the Customer Service subforum

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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There are a number of unofficial additional pregens available, but none of them are sanctioned for use in PFS play.

As the various "We Be Goblins" scenarios released so far are all written for Pathfinder 1E, you can't use Fumbus (a PF2 character). Nor can players create their own custom goblin characters, as goblin is not a legal race (except for the small number of goblin characters created using the very rare goblin race boon).

We often run these scenarios at our conventions as an introduction to PFS play. If more than four characters are needed then we simply have more than one player using copies of the same pregen (often with a name change to avoid confusion at the table).

(For non-PFS play, of course, you're allowed to do whatever you like)

Shadow Lodge

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Frencois wrote:

bottom line : do we want to have fun playing characters or screwing up with technical rules far from any logical situation ?.

So not only I think that RAW no ally = cannot play the power whatsoever, but more importantly I think that it has to be that way. IMHO.

I think many people would say that in this case you're arguing for screwing up with technical rules far from any logical situation.

The logical situation has been pretty well described by Longshot11;
the power is offering you an alternative to healing cards.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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David knott 242 wrote:

It isn't. That link doesn't lead anywhere useful.

It does if you remove the space from the address

Shadow Lodge

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Vic Wertz wrote:


So I think this power should read "When you attempt a check that invokes Finesse, you may recharge (□ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level." I'm confirming that, but the rest of this post assumes that that's the case.

That's certainly what I've assumed when playing Quinn (which is why he has a Sai - a Finesse weapon that lists Acrobatics as one of the skill choices).

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Leg o' Lamb wrote:
Tineke Bolleman wrote:

Ive been more then managing with my 5 replays from stars.

With these added, I think I'll be good for a few years.
Challenge accepted

I doubt if Leg o' Lamb could be good for five minutes, let alone five years ...

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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I've recently had my attention drawn to new restrictions in tiering up in PACS play.

This now has to be done at the end of the scenario, after all earned rewards have been applied, but before Recovery; there is no other time to do this.

This is a change from the previous rule, which was: "Anytime after winning your fourth new scenario in any tier, you can choose to advance a tier; after winning your sixth, you must advance a tier."

This made it possible to leave the tier of a character that had won four scenarios undecided - the player could decide to tier up at the start of the next scenario played, for example (because that would put the character in a tier that could legally play in that scenario, or so that the character could earn deck upgrades at the new tier), or leave the character at the old tier (so it could still be played in a scenario at level tier-1, and maybe even earn rewards from completing an adventure)

This flexibility was valuable for players who couldn't guarantee to attend every play session, so didn't know if their next game would be at a catch-up session replaying an earlier scenario or a session playing a scenario from the next adventure level.

How can we keep that flexibility under the new rules?


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Quinn thanks you.

With his Investigator's Lamp, a blessing of Kofusachi to dig it back out of his deck, and a checked-off power feat to examine at the start of his turn, he got to find a lot of Evidence during that scenario. He even managed to find two pieces on one turn!

4/5

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I'm playing Quinn with UE + Rogue right now in Curse of the Crimson Throne

Shadow Lodge

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Gentleman, Race: Grand Prix of Absalom, Middle Class

Update: Vic has now posted official clarification that you can use both UE and a class deck with Quinn

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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What about the Adventure Card Game? Will the mini-adventure be PACS-legal?

Shadow Lodge

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Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber

The original Harrow Deck, though, has the advantage that it uses cards which are the same size as regular PACG cards.

I've got both versions of the Harrow Deck, but the original one is the one that gets packed with my Core+Curse set.

Shadow Lodge

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Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber

I don't see a link to a downloadable PDF. I can't guarantee internet access at the locations where we run PACS games, so I really need a printable version I can have with me at the table.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Jonathan Ng wrote:
If I have 2 copies of a card in my deck (eg Wizard class deck has 2 Force Missiles), do I need 2 extra Core sets to replace both? If I have 2 extra Core Sets, can I do this?

I'd suggest that requiring somebody to purchase a $50 set simply to upgrade a single card in a $20 product is already excessive.

The rule in PFS RPG play is generally that when a feat/power/whatever in an old product is superseded by different wording in a newer product, possession of the old product granted access to the newly-worded version. The player still had to provide the text of the new version, but that was normally printed in the Additional Resources (or some other freely-available document); no additional purchase was required.

I would like to see this as the model to be used in PACS.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Ferious Thune wrote:
You should be able to download your last 10 cards generated. Past that, I’m not sure.

The important thing about this advice is that if you re-download your last 10 cards it will (probably) show you which ones have been associated with an account.

(At least, it used to do this; I'm not sure if it still does)

Shadow Lodge

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This afternoon our group played (and succeeded at) Season of Faction's Favor Adventure 4-7: Yeleth of the First Blood - Duel

The reward for completing this adventure is

Reward:

Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.
That character gains a card feat in both allies and blessings.

What happens if I want to apply this reward to a character I'm intending to play under the new rules? It looks to me as though the reward will be significantly reduced in value.

Shadow Lodge

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Yewstance wrote:


I don't actually think that compatibility between pre-Core and post-Core should be a development focus or a design pillar, so I can't say that and then complain that it messes up pre-Core gameplay.

I think compatibility pretty much had to be a design pillar!

The whole of PACG Organized Play is built around players with hands built from character decks (with, maybe, a few boons from the current adventure). So, basically, we're going to have pre-Core characters playing in post-Core adventures (and eventually, if we get new character decks, we could have post-Core characters playing in pre-Core adventures).

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Painlord wrote:
Hilary Moon Murphy wrote:
The poor heroes have no idea what's in store for them when they muster for their first tables and... Painlord accosts you and says, "Muahahahaha. The Adventure Card Game has caught you! There is no escape!"
Uh, I’m more than a little shocked how much you’ve captured the entirety of my essence in such a short statement.

Not quite the entirety ... you catch folks way before they even think about mustering!

Back in 2012 Wendy-Ann and I knew nothing about Pathfinder, but had signed up for DunDraCon and put our names down for some of the games in their game lottery. On Friday afternoon I hadn't got into the game I had signed up for (although Wendy-Ann, who had signed up for a different game, did get into that one). This left me at a loose end for several hours.

I was wandering the halls to see what else I could do, and I saw a cluster of folks gathered outside a room and looking at several sheets of paper taped up on the door. As I was trying to work out what was going on I was snared by you. Before I knew what was happening I was handed a pregen and found myself sitting down at a table to play "Black Waters".

By the end of the convention I'd played Black Waters, parts I and II of "First Steps", and all three parts of "Quest for Perfection". Wendy-Ann, on a slightly different schedule, had managed all three parts of "First Steps" (with Cherry Pie as GM!) and two other scenarios, as well as joining me for "Quest for Perfection".

That was over seven years ago, and we're both still having fun with PFS (and, for the last few years, PACG).

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Linda Zayas-Palmer wrote:
Quick check: did the push to VO's happen for 5-4?

Yes - I received notification that 5-4 (and 5-P1) could be downloaded on Tuesday February 26th (and downloaded them that same day)

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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wkover wrote:

If memory serves, seized ships don't carry over to the next scenario. They're only valid for the scenario in which they have been seized.

On the Season of Tapestry's Tides Adventure Path, though, we find:

RULES: SEIZED SHIPS
When you seize a ship, record it on your chronicle sheet.
At the start of a scenario you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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While a scenario that's too easy may be less exciting, I think that's generally preferable to a scenario that's too hard (and potentially lethal).

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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I don't need (or want) any additional chronicle sheet with my characters.
During the "Downtime" between scenarios I will decide how to advance my character (including levelling up if appropriate), and what to purchase. I will then fill in the Inventory Tracking Sheet (showing everything that I have purchased, even the trivial items).

If the next GM wants to check that the sum of the purchases matches the totals I show in the "gold spent" and "prestige spent" boxes on the previous chronicle, and that the arithmetic tracking the gold on the chronicle sheet is correct, all the necessary figures are available.

I have yet to have a GM do that - the most I have encountered is GMs who want to see the previous chronicle to be sure that the boxes for final XP, Prestige, Fame & Gold are all filled in.

We trust players to advance their character without cheating, even though it would be trivial to change out feats, skills, equipment, etc. between play sessions if later experiences showed that a poor choice had been made. Given that, it doesn't seem unreasonable to assume that they can also be trusted to fill in the last two boxes on a chronicle sheet.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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For PaizoCon (or, really, anywhere except GenCon) it might be a good idea to have enough decks to be able to run two rounds without re-using decks; that would mean somebody could rebuild the boxes used in the first round while the second round was being played.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Assuming they're not shrieking eels, of course ...

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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Tallow wrote:
Sebastian Hirsch wrote:
jon dehning wrote:
LoPan666 wrote:
That sounds like a very reasonable policy and I heartily endorse it. Locally, we were first told that they would not be approved for conventions held in a retail location, then that they would not be approved unless it was a new event because the RVC wanted to get his VCs to expand out of their comfort zone, then that they would only be approved for events with 100-150 attendees for a new event and 250+ attendees for an established one.
I'd wager there is only a handful of events in the entire world not named Paizo Con or Gen Con that could meet either of those criteria.

Back before PaizoCon moved to the same weekend our biggest established convention, KublaCon, would easily have qualified. But even in those days neither of our other two Tier 1 conventions had 250 different PFS players.

Total attendees for a convention, mind you, is a four-figure number.

We've also had a PFS (and SFS) presence at a new con for the last couple of years. The first year was purely an experiment, but last year we had convention support, and expect to get it again this year. But even though we've grown attendance every year it's unlikely that we'll have 100 PFS/SFS attendees, even though we will probably run something like 50 tables. I don't know total convention attendance for that one, but it's certainly well over 250.

Shadow Lodge

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Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber
Skeld wrote:

More than one math is always a problem.

-Skeld

That depends on where you are.

I grew up learning maths, but now I'm on the other side of the Atlantic.

Shadow Lodge

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Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber

Why depend on them to do math operations? Because they might want to; it's not your decision.
If they ask you to help, fine. But they might be using their game playing sessions as an opportunity to practice and improve their numerical skills.

I game in Silicon Valley, and I'm used to seeing everything at the table from players who have difficulty adding their static bonuses to a single die roll all the way up to players who can just about give you the total before the dice stop rolling. I'm pretty quick at that myself (back before checkout displays were all computer driven I used to regularly surprise the cashier by having exact change in hand before they announced the total, although that got a little harder once I moved to a state with sales tax on some, but not all, items), but around here I've run into several folks who are even faster than I am. I've let other players know I'm happy to add up their dice for them (in fact I'm already doing it - I'm just not announcing the result), but I'd no more step in unasked and announce the result while they were still doing the arithmetic than I would presume to roll the dice for them.


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I believe your shirt re-roll should have been 1d6+5. Still good enough, though!

Ranzak has nothing that can help with the closing check.


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Ranzak is my friend! I will help Ranzak!


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I agree! Poog is good friend for goblins!

Ranzak is currently playing through 'Season of the Goblins', and he's got both Poog and Fire Sneeze in his deck. While he can't make best use of Fire Sneeze himself, he's got to have one spell in his deck, so it might as well be something that burns ...

Shadow Lodge

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Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber
PossibleCabbage wrote:
captain yesterday wrote:
Lady-J wrote:
skyrim esk game but with friends and access to all the classes/race/template combos with an integrated system for 3rd party and house rules and no pesky alignment system
That would be "Skyrim-esque"
Has "be more like Skyrim" ever improved any game other than Skyrim (which is by definition already maximally Skyrimesque)?

Breath of the Wild?

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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I've just been watching a table of players (including my wife) here at DunDraCon thoroughly enjoying themselves playing through this, with Kate as their GM. They're still playing, but I have no hesitation in recommending this scenario to everybody (especially if you are lucky enough to have Kate run it for you).

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

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There is no rebuilding allowed between scenarios other than that explicitly described in the guide. You have to choose your deck upgrades at the time you earn them, and once you've picked that Javelin of Lightning, say, you can't decide you'd rather have the Flaming Scimitar +1 (until you manage to earn another "Weapon 2" deck upgrade).

If you banish cards from your deck (for any reason) you have to replace them with cards chosen according to the Hierachy - B Basic, B non-basic, 1 Basic, ... (or, once you get high enough tier, with a card whose Adventure Deck number is at least two lower than your current tier). You don't get to replace a banished "Weapon 2", for example, with another "Weapon 2"

If a player banishes a card during play we will note that on the chronicle.

Shadow Lodge

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graystone wrote:
Wei Ji the Learner wrote:


I'd be lying if I said I hadn't seen/heard those questions at a table.
LOL Sounds like I'd have fun playing there. ;)

You'd probably like my Kitsune bard.

He tends to get fairly high knowledge rolls, so he often has an extra question left over. He defaults to "What does it taste like?"


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Ranzak's check:

Combat 11: 2d10 + 1d6 + 3d4 + 3 ⇒ (7, 7) + (1) + (3, 4, 2) + 3 = 27

Nowhere left for the villain to escape, so we win!

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