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Lantern Lodge

Short answer? "roll" play

Long answer

Its complicated. PFS is, at its heart. A series of one shot adventures loosely bound together by an often inconsistent series of rulings, both in the "overworld" and at the individual tables.

This is complicated by the PFS venues, which are often boisterous conventions with limited time slots resulting in packed to overpacked tables running on a deadline to complete the module before the time is up.

That being said most dm's will reward creative flair, within limits. The above statements mean that creativity that involves a complete rewrite of the scenario will be treated as more disruptive (again, with variance)

This is not a knock on the DM's (in general)

in most cases the time it would take to handle a major deviance from the written plot line of the scenario would result in the failure to complete in the time allotted for the session. And because the DM's must adhere to the limits of the society play, that means they must keep everything on the rough and wobbly keel provided. Which means that ultimately the dice are king. Now, good rp that speeds things along, greasing the wheel as it where, or giving everyone a laugh to keep the moods bright are appreciated and help out. However sullen roleplay from the person who's "trojan rowboat" got rejected is not appreciated.

Think of it like this, in a home game reaching the end of the adventure is like walking across a parking lot, there's a lot of room, and no matter how twisted the course you'll eventually get there. In Society play though, its more like a bridge across a river, there's room to wiggle around, and you can even look or lean over the side, but go too far and you'll get swept away.

~ just an observation

(in case you're wondering what i mean by inconsistent, review the "additional resources" it should start popping out the deeper you look)

Lantern Lodge

Indeed they do, however the point remains only the alchemist "crafts" the other options "purchase", moreover if an alchemist does want to create an item they must use the craft rules. Unless there is another exception not in the FAQ or additional resources I'm missing that includes time as well.

Would it not make more sense to simply state

"Characters with a persistent modifier to a craft skill equal to 10 less than the craft DC or more may purchase items created by that skill at cost. Items are sold at 1/2 the cost to acquire the item rather than market value. Such items must be marked on the chronicle sheet the session obtained and initialed by the gm"

And

"If a player utilizes a borrowed item in such a manner that the item no longer exist at the end of the chronicle the player will refund the original owner the acquisition cost of the item as marked on the chronicle sheet."

Net gain of zero for all concerned, and covers most every possible craft I can think of while allowing characters skills to be slightly more than a day job roll at the end of the session.

Lantern Lodge

Looking it over, while i see the "Meta" rational for not gaining money, why are PFS players penalized by losing money on mundane consumables, if they can't regain that money through mundane means?

More importantly why are alchemists given the exemption to craft alchemy when quite literally none of their class abilities depend on alchemy (yes i know about the competence bonus and swift alchemy, neither of which are relevant) while classes like the Gunslinger, Witch, and Magus (Soulforger), and the Wizard. All of whom have or could benefit from crafting (arcane bonded items, iconic witches potions, Gunslingers ammunition etc) are prohibited?

Rather, looking over the chronicle sheets again. Given the essential one shot nature of pathfinder Society play, would it not make sense to instead limit the players to a wealth limit derived from their chronicle sheets? With a cost modifier for expendable items?

Example, If you have a level 2 character with three chronicle sheets with a "max gold" of 519, 516 , 510

The character has 1545 + Day jobs (lets say 10,50,20) so 1625 Total which represents the limit value of the characters equipment.

Add a modifier to non persistent, non ammunition items (like alchemical items and wands/potions/scrolls). Lets borrow from table 15-19 from the core rule book and do charges in reverse. (Price x (5/uses)*)

*minimum Price x 1

Would that not be more fair and even keeled the the *nudge* *nudge* *wink* *wink* arbitrary exceptions given to alchemists? Or the "i'll bend the rules for you on reimbursement"

Lantern Lodge

why not just finish the job and abstract wealth entirely? The groundwork is already in place.

Lantern Lodge

yes.....

Unless they (in PFS) use the spell fabricate or are a class that uses arcane bond.

Hmmm....

Ah well, i wish PFS was more Deductive rather than Inductive, it feels fairly arbitrary, but that's a topic for another thread.

Since all the animals are valid for the polymorph spells, it seems the only way to get an alternate companion (for a time) is to use "Share Spells"

Lantern Lodge

Found it, was bugging me so i started looking for it while waiting for a message back from the guy.

Pathfinder - Advanced Players Guide; Pg 15 - Alternate Racial Features for Gnomes.

Replicated in the PRD as

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial traits.

I believe this got started from a discussion on "must have" traits.

Lantern Lodge

1.) When using Fame to purchase items/gear from an a source, is it white-listed or blacklisted in nature for the additional resources?

Example, Bestiary 2 is on the list of additional resources. If i had a dwarf with handle animal that wished to have aurumvorax guard animal (along the lines of a guard dog or other creature) Would it be a valid purchase for 5000 gp at Fame 18. (arguably since animals show up in the equipment and/or gear sections of the books it might fall under the blanket "any mundane equipment/gear" rule)

If so would that extend to other purchase of that nature, for example, such as the clockwork spy from the Bestiary 3.

this one came up the other day

2.) If a player has a trait or feat that triggers for items created by the character (for example there is a trait that grants you a +1 trait bonus on attacks made by a weapon if you made the item) is it acceptable for the player to purchase the item at full value with a successful creation check (just like purchasing normal gear) given the precedent of the alchemists craft(alchemy).

Shrugs, Just some corner cases brought up and discussed with no real resolution.