GM Lamplighter wrote: Many people don't even read the whole Guide before GMing (sorry, Guide folks, but it's true). IMO this is working as intended. We want barriers to entry to be reasonably low. You need not read the whole Guide to be a player, and I think you need not read the whole Guide to be a GM either. Remember, "thanks for running!" is the entire rubric for a zero-glyph GM. Hopefully, though, a new GM has at least scanned the most important bits, and we've made the most important bits easy to find and digest. Once you've left those tenderfoot days far behind with your super-elite one glyph status (shout-out to the One Horde!!), I think it's OK to have a certain expectation that you've read the thing pretty well through.
Petronius wrote:
The way I had been interpreting those lines was: it's OK to use creativity to bypass a check (e.g. "well, because you're flying, you can skip this Acrobatics check!") but not to provide a substitute check (e.g. "sure, use Warfare Lore instead of Athletics to influence this NPC, because they think warriors are cool, and I'll say it's at DC."). Petronius wrote: So we may need to clarify that a bit. I would sleep better after game nights if you did!
The issue I wrangle the most with is uses of skills not explicitly called for by the scenario when it calls for a skill check. By temperament and in the spirit of fostering creative solutions and enabling my players' fun, I am always looking for ways I might be able to accommodate players' requests. Some scenarios explicitly allow for skill checks not explicitly called for, though not consistently. I don't know to what extent that might be considered an oversight. I wish there was just a consistent OrgPlay rule for enabling this. Yet adding an additional allowable skill for a skill check does change the mechanics of the adventure, even if only in a minor way. Adding such a skill check with a higher DC, which is the way I'd prefer to deal with some of these, could be construed as increasing the difficulty of the adventure, which we have now clarified is not allowable. Yet the proposed text does not go so far as to explicitly forbid the addition of skills to existing checks. So I'm still not sure what the right thing to do is. I want to support creativity, but I feel even more out over my skis here just writing this down. :-P
Petronius wrote:
I also distinctly remember this bit: Quote:
with attendant discussion indicating that this window was specifically extended to allow rebuilds of PC2-remastered classes. So I don't know whether I misread it, or read and forgot it, or assumed the cutoff date for PC2 classes would naturally align with the PC2 release, or what. Nevertheless, that's the data point. Petronius wrote:
Had I seen that discussion I would have objected. Who would agree to hold back ~30–50% of character creation options for nine months (or whatever the percentage of classes is)? That makes no sense to me. We're here to play Pathfinder, not dance around it! Anyway, like I say, it's not a major upset for me. Actually, it's even less trouble for me than I thought, since I now see I didn't assign as many GM chronicles to my alchemist as I thought I had. But I do think an updated creation cutoff date for free PC2 rebuilds would be more sensible.
Alex Speidel wrote: We made it very clear when we first posted the Remaster Guidelines that characters would not be granted a second rebuild. Players who elected to build characters using classes slated for a remaster should have been aware that they would not be granted a rebuild. As a data point of one: Yes, it was clear to me that characters would not get a free second rebuild... ...but it was not at all clear to me that a PC of a non-remastered class, created in the last nine months, would not be eligible for a free first rebuild. As it happens, I rolled up an alchemist in that intervening timeframe, planning to rebuild upon release of PC2. IIUC I must now spend AcP to rebuild them. Now ITOT I hoard my AcP as well as any nonmetallic dragon would, and can take the AcP hit just fine – but if I understand it right, I find the situation somewhat irksome.
MadScientistWorking wrote:
I don't think a conspiracy wasn't necessarily implied there. In a world where Paizo's resources are limited and there's a high-priced, high-quality product they want to deliver, it's possible for entirely non-conspiratorial reasons that they would focus on one instead of the other. That doesn't line up with my limited understanding of how these VTT modules get made, though. I think it just as likely that these are issues that a sharp-eyed contractor caught and got fixed in their work, and no attention was paid to recording those clarifications for PDF users. Nothing about money, then, just opportunity. I also don't think it would take a ton of effort or cost to address. With any luck, merely calling attention to the issue is most of the work done right there!
I agree that discrepancies between an official PDF and official VTT module are concerning. I do not think Foundry content should ever automatically be considered as normative – not just because of access issues, but because it's always possible an error snuck in during the conversion! I'd rather see the PDF + some form of published errata be normative. Has Paizo ever done errata for PFS scenarios, though? Is this new ground we're getting into?
Hi Rob! Here are my thoughts: 1. Rasuna's a PFS agent and carries a wayfinder. See p. 5.
Hope that helps! |