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Pathfinder Maps, Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. **** Venture-Lieutenant, Massachusetts—Boston 1,869 posts (2,427 including aliases). 1 review. No lists. No wishlists. 22 Organized Play characters. 9 aliases.


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2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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If an AP Chapter/Adventure is running more than three sessions and a given person only makes it to a single session (often just the first) and then misses/ghosts the rests, I think I wouldn't report them at all/give a chronicle and make it possible for them to choose to play the thing again. Of course making a note for lodge/group signups if it becomes a pattern. Unless it falls under the medical emergency exception.

If a person missed around 1/2 of the sessions, I'd use the normal partial credit rule, but scaled proportionally to the total number of hours run, rather than 1xp/hr. (Most of my AP Chapters/Adventures run 20-24 hours)

If a person missed fewer than ~25% of the sessions, I'd still award full credit.

My thresholds here aren't hard cut-offs and probably vary a little with the group -- if everyone in the group is missing a different 33% of the sessions(like my 7 player table of AoA that only had 5 any given session), it feels very different than if one player misses 33%, and the rest are always there. In the first case everyone contributed roughly equally and experienced the same story. In the latter case though, you have one player who got a very different experience.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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For full length secnarios:

I like Trailblazer's Bounty if the younger kids are into camping/scouts, there's some NPCs in that one that are basically inexperienced outdoors people and you need to help teach them, which often goes over well.

Seven Secrets of Dacilane Academy works well too with its school theme.

Foundation's Price/Fury's Toll are a more recent pair that I think would work fairly well if you think they'd like a bit of a mystery/more roleplay than an average scenario.

Enter the Pallid Peak for a more dungeon crawly one that still has a nice mix of elements.

Flooded Kings Court always gets strong reviews as well. The "play within a play" opening bit can be very helpful for breaking the ice into more role play.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Yes the "Secondary Initiation" boon from the ACP store, covers the role play requirements for joining an organization -- specifically designed for stuff like Firebrands, Knights of Lastwall, Hellknights, etc. If there's non-roleplay requirements (alignment, etc) you still must meet those requirements.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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There's a couple of scenarios that have explicit "this has to be done today" or "something bad happens at this set time/this many days", but baring something like that in a scenario there's no default prohibition on resting.


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Getting access to eventual Lay on Hands or the Champions Reaction both feel strong enough to me that I'm not worried if the dedication is a little redundant on some martials.

Fighter on the other hand, I think I'd look more closely at a lot of the combat style archetypes from APG instead of taking it on another martial in most cases. Two-weapon Warrior, Archer, Mauler,etc tend to all offer more value in the dedication and access to the feats you likely want + some bonus options.

But I don't think every dedication needs to be equally good on all classes, so I don't think they need to update them.


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I'm saying that (9d10, 2d10 from areas or persistent) that "from areas" is shorthand for "areas that the golem starts its turn in" not "area effects in general".


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Duration based area effects deal the parenthetical, not instantaneous area effects.

Harmed By wrote:

If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

(Emphasis added)

The "area or persistent" refers to that portion of the Harmed By rules, which states its only start of turn area effects.

Most AoE instead fall under "By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect." and do the full special damage.


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I think in general when reading the commentary Paizo embeds into the FAQ that you should view it as targeting the collective community rather than an individual -- "There was confusion"..."There was ambiguity", and "we clarify" -- is in general saying that they acknowledge that multiple readings existed and that they failed initially to make it clear which reading was intended. Its not saying "you [poster X] were confused/wrong". Or if you want to still read it as an individual focus, think of it like "[We're sorry we] confused you, here's what we meant."

At least to me, when read as a "collective" it doesn't feel insulting/dismissive. But when read as a personal/singular target it does.

The commentary really just sounds like they didn't want to write the same "We weren't as clear as we would have liked, here's the intent" on every line and looked for other ways of expressing the same idea (some better/some worse).


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One of my favorite characters is my Elven Dragon Barbarian with MC Champion (Paladin) and Crystal Keeper. Its not a low-str barb, but its evolved into a highly flexible non-standard build.

Started out by trying to see how to make a two-weapon fighter barbarian. Went with pick and battle ax. Needed to avoid agile since they don't work well with rage. Battleax with sweep gets a bit of a weaker agile, so it still kinda helps. Realized it was getting close to tooth & claw -> made the choice for dragon instinct. From their I wanted to shore up the normal 'barbarian is useless in non-combat encounters' if you're not intimidating/breaking things, so tried to figure out a skill story which led to pumping int and cha. Dex was lagging as a result, so looked for armor solutions (pre Sentinel publication) so Champion dedication. Paladin's reaction combos with rage nicely. Lay on hands works with rage, nice. Suddenly I have a bit of a jack of all-trades -- good to hit/consistent damage, if not the huge numbers you expect from a barbarian, good AC, some party defense, small of in-combat healing, large amount of out-of combat healing. Good knowledge and social skills. The crystal keeper dedication is mainly aiming to eventually give him a version of blade ally/daily customization rune -- plus just leaning into his deep love of the history of the elves.

He's a diplomat outside of combat, and fiercely protective of his allies inside. Mobile enough to charge enemy casters/ranged if needed, or stay close to provide flanks/champion reactions. Probably plays a bit more like a normal champion than a barbarian.

Might not be as off-type as other suggestions in stats, but in flavor at the table I know he's surprised a ton of players and GMs.


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Possile Cabbage, in case it helps for a bit of context on some of the people named by the OP:

GinnyDi: A YouTuber who makes good videos (IMO) that are typically either comedic listicles or GMing/narrative/RP advice. Her humor doesn't always land for me(probably because I'm getting old and un-hip), but I think she provides very good information in her narrative/RP advice ones. I think she's been a good ambassador of RP-driven RPGs in general and almost none of her content is game system specific -- though more relevant to home brew/campaigns and less to APs/published 5e adventures/etc. I'm sad that PF2's fans have been annoying to her.

Taking20: Last year? two years ago? had a series of videos on why he and his group gave up on PF2. It got a lot more attention than it deserved. Being generous, it had lots of examples of not understanding the rules/applying them wrong and them blaming the system for it. Easy to see why it would bring supporters out in torch & pitchfork droves.

Nonat1s: One of the larger PF2 YouTubers, he's been making PF2 video content for quite a while. Generally more of reactions of each new book as its published and highlighting what new feats/etc are exciting to him. He also does some shorter videos that tend to poke fun at both PF2 and 5e players impressions of the other. Generally I think he's avoided being offensive with those; each side comes in for good natured sniping at times. And I bet they're good preforming videos since they often have click-baity titles, but I can see them contributing to some of the general sense of edition warring.


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And I think you also have to assume any prominent RPG streamer/YouTuber/social personality will have been asked 'have you tried X' or "You should try X' hundreds of times for practically any game system mentioned. Its get real old fast. So even a well meaning fan of X can add to the pile-on annoyance. When the fan base of X is large and passionate, the end result can be toxic, even if individually it would have probably not bothered the person.

Now if the personality has asked 'Hey what your favorite X' or 'I'm thinking of trying X, anything I should know', it should be fine to talk about it. But constantly asking(or worse demanding) on every single video/upload/etc isn't a great community look (but practically every community does it)

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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My personal opinion of that special is that it might have tried to do a bit too much in a single scenario. Specials tend to be a little bit combat heavy and a little bit go-go-go, while this particular one had a lot of things that I'd like more time to dwell on/set the mood/scenery. I think the story was well done and it was interesting.

If it were a normal scenario, and you could just choose to run it in an oversized (~6-7 hour) slot, I think it would work great. But as a special that needs multiple tables all progressing through phases at roughly the same rate, that's a harder solution.


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Living creatures would still take the physical damage, even if you choose to convert it to positive against undead.

That quoted line doesn't say to convert the physical damage to positive. (full stop). it only applies to undead in the area.


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My recollection was yes they gave a statement that they probably didn't intend to allow it, but that fixing it now was a can of worms and having to research how various wording choices chained through other rules, etc. Produce Flame was mentioned explicitly as needing special attention, etc


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Ifs its a home game, ask the GM.

If its a PFS game, check the Character Options. In general most books are allowed, but various character options are more restricted. There's no 'only N books at once" rule though.


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The RAW I don't think work too well for what you're trying to do -- mundane ammunition just doesn't fit into the crafting system in a good way.

Some ideas that might fit/promote different story telling:

Treat it as pure earn-income working as a fletcher, taking all your income in arrows. == 20 arrows per day at level 1, normal success. Especially if you're saying they already have the arrow heads. (This ends up as 80/4 days compared to 10/4 days with default rules so an 8-fold increase.). (They're also not paying for feathers, glue, string, etc). If you want to cut it down to 10/day that would also still seem reasonable if they have to forage for supplies, care for birds, etc). If the characters are fixtures in the frontier town you're using and running a shop/bartering with other NPCs, etc this might fit well.

Use the Subsist rules (normally for forage for food) to cover gathering wood/feathers in the wild. The crafter will likely alternate days of subsisting and days of crafting. I'd probably set the CS/C/F/CF at: 20 arrows worth of components, 10, 5, 0. I'd probably use the normal craft rules (4 days startup time), but allow alchemical-style batches of up to ~160 arrows. So the character spends downtime (or exploration activity with a penalty) gathering lots of materials, and then concentrated downtime churning out a large stockpile. Might work well in a more survival/gritty style thing -- hard to craft in short time periods, so you have to plan ahead and deal with bulk/storage location.

Or same style Subsist rules, but allow them to craft ~4 arrows (no roll as long as they have all the materials) as part of their "morning preparations" that most classes have. This is the narrative of the ranger fixing/repairing/making a couple of new arrows around the campfire each night(morning).

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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From the FAQ for the society

What do I do if a boon was purchased for the wrong character? wrote:


Email orgplayreportingerrors@paizo.com with your Organized Play ID, the incorrect boon, and your desired resolution (either a refund of the points or transfer to a different character).FAQ for the society.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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At the bottom of the section of GM Rewards/GM Glyphs

GM Glyphs wrote:


A number of Chronicle earning Scenario replays equal to one per glyph earned. When using one of these replays, make a note on the chronicle or in your digital record.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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I asked about an aspect of this in the discord panel following the Org Play presentation at Paizo Con:

Eric N, VL Boston (he/him) — 05/29/2022 wrote:


I know you're probably not monitoring this channel too much at this point, but something I forgot to ask, Is there any plan for a form of GM Glyph Refresh for replays? (Both PFS1 and SF have had some various forms of GM 'donut' refresh, or other boons, but we haven't seen anything in PFS2 yet.) I know many people are waiting to spend their limited replays until they know if there's a way to refresh.
Alex Speidel (OPC; he/him) — 05/29/2022 wrote:


We're working closely with tech on replays and once that code is in place I'll be looking at how exactly people get replays, which is my long-winded way to say "in general, yes; in specific, sort of"


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I'd agree that they're already at their minimum functional value. Transfer would refer to swapping out the minimum rune and swapping in a higher one (rather than upgrading in place).


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We've been over this a number of times; I don't think a consensus was reached other than:

If you rule they're destroyed, you better have a plan for how the party should recover/re-converge to expected WBL, since otherwise you're basically in a fail spiral.


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I suspect they were simply asking about arcane spell failure from 1e. I don't think the class matters.

There is no arcane spell failure chance for wearing armor in 2e.


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For EC (not to derail the thread in general with discussion about it) that's kind of the bait-and-switch I was talking about The circus aspect is hyped up in the player's guide and the pitch piece for the AP. The first main scene is planning and putting on a circus show. There's an elaborate rule system/subsystem for it. And the first performance works beautifully, because it has hand-crafted extra things. All the later performances are basically devoid of scripted extra items and rely on a random table. And the integration with the story is often along the lines of "The heroes are in town for NN days and thus have time for 2 performances." Book 1 is fine; Book 2 still feels connected to the circus and has a more than enough non-performance, but still circus related events. And if you want a short AP, books 1-2 alone, with a tiny bit of rewriting can make a very satisfying story. Book 3-5 (in the middle of book 5 now, don't remember definitively how book 6 deals with it) the circus is basically an excuse for why the party goes to the next stop on the railroad. And as Kekkres said, the balance point on rewards/investment/etc feels off. So really after the performance in book 1, unless the group enjoys just roleplaying around the circus, its kinda best to just like it happen in the background and don't spend time on it. I can easily see groups that enjoy focusing on the circus instead, and end up spending more than half their sessions on circus performances/interaction with the NPCs/etc and resent having to go adventuring -- but then the GM and more critically the PCs are creating practically all the content themselves -- basically spending all their time on the things that happen between what happens in the AP.

All the APs with a special book 1 subsystem seem to have a little bit of this effect. AoA's citadel rebuilding, suffers from a bit of "it all happens in downtime, its not 'interesting'" and while its meant to be spread out across mulitple breaks between each book, there's really only seeds in book 1 for how to make it more interesting. And its 'payoff' is fairly limited. When I ran it it was more connected to the character's personality arcs and how they interacted with the town. Mainly time for the players to monologue a bit about what they spent time on during the months between books.

Strength of Thousands can have some of the same problems as EC (both theme and subsystem), but it handles it better.
For theme, if to your audience "Magical School AP" = "Reskinned Hogwarts" you're set up for a bit of the jarring theme-mismatch. The AP spans an entire academic career -- from students, to junior professors, to field researchers, etc. Its not six books of student hijinks interspersed with brief moments of seriousness. As long as you cue people in on this before starting that should solve that problem. And its subsystem of Research is much better integrated -- its coupled to character power through progression through your branch of the academy, granting free feats/etc. And each book tends to call out what is researchable directly in the book -- often something that's important to the plot and ends up with better/more rewarding research than the abstract possibilities during downtime between books.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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I don't think SF has changed that much, but I'm primarily a PFS2 GM/Player, so aside from knowing that they're adding new factions, I don't really know.

Re the ACP, yes the intent was described as allowing people to play an uncommon ancestry as their first character if that's really the only thing they want to play -- ie you don't have to "pay your dues" by playing ~20 scenarios (or GMing 10) with an unwanted ancestry to get the one you want.


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For 2e two APs seem to rise above the others:

Abomination Vaults seems to be at the top of the list for popular/liked. It has a simple theme that stays on point (its a megadungeon), but still has enough non-combat roleplay aspects to keep it from getting stale. Its sandboxy, which ends up meaning the characters get a lot of choices on how they want to explore (even if they are a bit railroaded into exploring in the first place, but that's the whole conceit of the AP, if you don't want to explore a megadungeon, you shouldn't play it). It still has some difficulty spikes that feel unfair, and they aren't always telegraphed. Parties need to know retreat should be an option.

Strength of Thousands has the second place, right now I think, in terms of popularity, but to some degreee that's based on hype/expectations as I don't think many group have finished/even half-way through it yet. From prepping it, but not running it, I expect it to vary greatly based on how much effort the GM puts in. There's a very expansive set of NPCs to bring to life and weave relationships with to pull out the most from it, but often you're only given 1-2 paragraphs to work from. The story is good, the emphasis, where possible, on non-combat solutions to problems is very refreshing and is varied enough that I don't think it would get stale. Balance looks good in general.

I have a good amount of experience with Age of Ashes and Extinction Curse. I've enjoyed them both, but they had some problems.

AoA has some difficulty issues that are generally chalked up to the AP being written while the rules were still be finalized and/or people not realizing how strong the suggested guidelines were. The new quest hub every book model can lead to player disengaging from becoming invested in the location specific NPCs.

EC does a bit of a bait and switch with the circus theme and can get a bit monotonous on enemy types. However I think I'm having more fun with it than AoA.

The other APs I have much less first hand experience with, but from what I've heard:
Fists of the Ruby Phoenix: If you want to lean into an anime-esque fighting tournament story, it works very well.

Agents of Edgewatch: If you want a gritty city adventure with morally gray police offices, you can pretty much run as is. You'd need to do a fair bit of rewritting if you want to have a reformed/reforming police aspect, or a citizen patrol/regular adventurer party w/o a police charter. Tends to need some solution for extra/free healing to allow the narrative to flow at paces that make sense. If you're wanting a comedic Pterry Nightwatch style thing, you're out of luck.

Quest for the Frozen Flame/Outlaws of Alkenstar: both too new to have much public opinion yet.


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There's a sidebar in one of the bestiaries about regarding places where you might want to voluntarily fail a saving throw, and the guideline there is that you can "worsen" the degree of success one-step relative to the roll. Ie in the saving throw case, you can roll a success, and downgrade it to a fail -- but you still have to roll, and risk the chance of a crit fail, etc.

I'd say, outside of specific spells effects like Confusion, I'd probably follow a similar ruling -- you can increase the degree of success one step against yourself on a strike, but you still have to roll. I'd need to find the sidebar, but my searching is failing right now, to know if you need to declare the "one step" before you know the result or after of the roll.


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I loved Might and Magic, and HoMM, back in the day; however I never felt they had impressive lore, or storytelling. Very little of their IP felt new/innovative for the genre. Most people's nostalgia for the game had nothing to do with the world//lore/etc, so its not like an IP that would be useful for a cross-over to an established RPG.


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Glitterdust doesn't have that line -- probably because its an offensive spell going from invisible -> observed + concealed. While the "can not be used to hide" line is added to most of the defensive spells going from observed -> observed + concealed -- likely because they are more worried about blocking self-initiated exploits/combos and glitterdust is used by players against monsters more than the reverse.

It probably should have that line/clause. Its one of those places where the "can not be used to hide" text on blur for instance, is written as if its a restatement/reminder of a general rule, but its not under Hide, or concealed as a general rule.

It is a bit odd -- glitterdust only cares about the invisibility condition, not the hidden condition. So let's assume you can't hide from the concealment caused by glitterdust, you could still hide from any other source of concealment (breaking LoS, etc) and stealth away, without glitterdust giving away your position. Which feels counter-intuitive to me.

Personally, I think I would run with glitterdust's concealment not allowing hiding; and I think I'd need to adjudicate "becoming hidden (from a different concealment source) while glitterdusted" on a case by case basis.


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As long as you "player" are taking a similar amount of time as the other players, I don't care if you're allocating that time to you "PC" or you "eidolon" or both. If you're taking double (or even consistently 50% more) the time of another player because you're in depth RPing two characters, then I see its a problem.


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Druid's can't wear metal armor.


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How did my answer end up before the question?

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Leveling Up in in Player Basic's for PFS2.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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The "Org Play Online" discord (aka OPO at pfschat.com for an invite) is a great place to connect with online (virtual table top OR Play by Post/Discord) games. There's also PbP games here on this forum and several other discord communities.

Most games get listed on Warhorn.net and you should be able to restrict a search to PFS2: online games with open seats for PFS2. But make sure to click through to the event's page for any guidleines/rules for their particular community.


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Its worthwhile for player guides to give you the broad strokes that stay true across the bulk of the books, as well.

"This AP is on a fast timer, you shouldn't expect much downtime." Is a very useful thing to know to avoid making a Crafting centric character.

"This AP frequently pushes the pace between encounters, investing in more efficient recovery between encounters will be important" is to me another very important aspect, that will help make characters and narrative mesh better. This one is something the characters could adapt to over levelup, so its not as critical to have known in advance, but if its something that isn't true in book one, but becomes true for practically all later books, I feel it should be stated up front before people plan (if only tentatively) a full build.

"This AP frequently takes you far from civilization, survival and crafting will be more important than usual."

Similarly if an AP strongly encourages diplomatic or stealth solutions to problems, that's worth mentioning as a guiding principle., since otherwise players will make characters that will probably default to brute-forcing everything.

Those can also be more of a session zero question for the GM as well -- since I feel a lot of GMs like to push the pace (both on the overarching timer and on the per encounter timer) for narrative reasons and that's a fine choice, but one that should be known up front.


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Yeah there's definitely a feeling that some backgrounds have cool/integrated moments, and some make narrative sense for first session, and some are filling in a generic concept that wasn't well covered by the former two.

I'd honestly rather only have the first category, even if that means there's only 2-4 AP backgrounds in the guide; if its not going to key in specifically, we already have a wealth of backgrounds from other sources, and at least that way the player isn't expecting it to matter/offended when it doesn't come up.

It feels a little like the player guide doesn't want to tip the scales/reveal the plot too much, which is fair, but I can see where it sometimes crossing the line for certain player/gm philosophy pairings into a misleading/unfun choice.


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I can't read the blog, GameOn never lets me go to the project update tab. direct links, and both the tab/side bar option all just render the project main page. So I'm not exactly sure what's being offered, but it sounds like a good thing -- anytime you have a market for pledge transfers(and any late project will often have such a market) its good for the project creator to mediate between the buyers/sellers as it tends to greatly reduce the chance of scams.

Tried to debug why I can't see the GameOn updates, and I'm very puzzled how anyone can, the javascript console is full of errors being unable to load jQuery, and then executing jQuery based commands, so of course it won't work)


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First you need to decide is this a combat encounter, a narrative encounter, a mix of both with different stages, etc.

One version I think I could enjoy: starts off with a defense at the outer wall as a combat encounter with a trigger that converts to a narrative encounter, that then switches back to the final stand combat encounter.

For the outer wall defense, use a large number of zombie troops, probably level - 2, but severe number worth. Give the defenders some advantageous terrain/cover. Have some number of gates (# of PCs + 1), once 2 gates are destroyed you switch the narrative retreat. This fight should be "unfair", you're meant to lose, but that's also the trope you're going for. You might damage or even kill a troop or two, but they just keep coming. You probably don't have the enemy commander/necromancer onsite yet. You can use GM fiat to add more troops every round if the party is doing too well. This can show the 'unwinnable' horde aspect. But you need to be careful that it doesn't cause the players to decide there's a trick to solving it. It definitely helps if in the character/town/defense planning discussion, its always felt that 'we'll hold them at the walls as long as we can, then fall back to the keep' or whatever. It helps for the players to know its a delaying action not a 'do or die last stand'.

Then you switch to the retreat through the city to the next defense point. Run it either a Chase or a Victory Point minigame. Tasks like deploying traps, rescuing civilians, hastily creating barricades, etc. I think the VP system probably fits a bit better, but you'll need more story telling to keep the intensity of the situation in people's mind rather than the 'gamification' that some VP systems bring out in players.

Use the number of victory points to scale the final encounter -- the more successful they are, the fewer enemy troops arrive and/or they arrive spread out in time/rounds or damaged, lots of options here.
Here' you probably one a level +1, maybe level +2 commander. 1-2 on-level stronger threats, and however many troops remain. Again probably aiming for about a severe encounter, possibly extreme if you want this to be the campaign finale. I'd still put some terrain in the PCs favor which lessens that severe/extreme to some degree. I would still find a narrative reason to let the PCs get a 10 min rest between the retreat and this final battle, otherwise the xp balance would really be thrown off. (or you could tie that to the 'rescuing civilians' portion of the retreat -- they're medics/priests/etc and grant the one-time effect of a 10-min rest, without taking 10 minutes).


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Kobold Catgirl wrote:

What's really weird to me is that the game takes pains to differentiate "carrier without symptoms" from "onset period", as if "carrier" means something, and then basically just treats "carrier" like a synonym for "onset period".

It bothers me not for "verisimilitude" reasons, but because I feel like it's basically designed to confuse newbie GMs and make them feel like they're missing something. Like, words mean things. You can't just toss in "carrier" without leading people to think some disease is being, well, carried.

Honestly I'd chalk it up to the first bestiary/early in the life cycle and the author forgot/reviwer missed that "onset" already exists for "asymptotically infected' instead of adding a stage 1 carrier.


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I think it had two main positives:

1) is the simpler math, less chance to add/miss a trailing zero when adding in some new value to your total and greatly inflate/deflate your earnings. Don't need to refer to a book to know when you'll level (sure some people may have the pf1 table memorized but its not expected).

2) Makes the encounter building xp budget simpler/easier to explain. Since everything is relative (level +/- N) it makes those patterns easier to internalize/understand and spot check

The main downside, is I feel it makes mixed level parties more awkward, if using XP. (Pathfinder Society handles it via a different XP solution for characters, but still uses the normal xp bundet for encounter building).


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IIRC, no PFS special, the new one debuts at GenCon and they aren't scheduling last years. The new SFS special debuts at PaizoCon though.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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No consumable refreshes. All are use once and they're are gone.

The items granted from the school choice are 'use or lose' over the course of the scenario. Your choice of what to take refreshes every scenario -- ie what you take on your first scenario has no bearing on what you take on your second, etc.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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That CRB errata still has the "The GM might allow" text. The FAQ I linked above is where our campaign GM has allowed it for magical items, which would not included precious material. I suspect this is most likely a wording oversight and as a GM I wouldn't bat an eye at someone who does upgrade precious materials, but I would still like the see the FAQ updated to make it definitive.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Don't think that would work as a 'loophole workaround' --The rules we're given is you can pay the difference to upgrade magic items within their combined stat-block. Ie if a given magic item has the same name (ignoring suffix/prefix stuff like lesser/greater), but multiple levels/versions that's when the upgrade is allowed.

We need that same allowance for the multiple tiers of precious materials; and to silence some GMs we also probably need a statement that you can upgrade the item along either axis (magical tier or grade of precious material) without impacting the ability to upgrade along the other axis.


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BigNorseWolf wrote:
NielsenE wrote:
I love the wayfinderfinder. Feel like that needs to actually be a thing :)

Every bad guy in the inner sea would want one for their lair.

"It moved again. Means company's coming."

Yup. And even if you could augment them to hold aspis badges too, you know it would just point to the grand lodge's collection of them.


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I love the wayfinderfinder. Feel like that needs to actually be a thing :)

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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I think the reason for the inline art that makes it more time consuming to layout, is that's what's become defined as a 'quality rpg' product. If you look back to early rulebooks from the 80s you might see a piece of art every 4-8 pages. Overtime that ratio has increased, most WotC or Paizo products these days have 1 piece of art per set of facing pages. Its part of the brand image/customer expectation. I hate that its become the expectation throughout the industry, it drives the cost of the books up, and often drives the share of the profits for the content authors down, etc. But art sells, and people often have a 'this is too dense' reaction to just seeing solid blocks of text.

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High level play, to me, is roughly level 15+. I expect society to get there; but I don't expect society to get there soon. High-level society play, right now, is probably level 8+ -- just based on where characters top-out without using adventure path credit, etc.

From Pirate Rob's numbers upthread, seasons 1 and 2 followed pretty much exactly the distribution of levels I would have expected and though were healthy for the campaign.

This year the distribution has been off, IMO. If they want to support a 9-12, there should aim to have 6 7-10s in existence, in order to support characters reaching level 11 w/o using Adventure/Adventure Path content. So the first 9-12 came faster than I expected. I probably would have traded one of this seasons 1-4 and ones of its 3-6s for 2 more 7-10s, to build up a better support for 9-12s and above. (alternative this year's spread looks about right if they weren't adding the first 9-12 and just bulking up the pyramid in general)

While I haven't enjoyed this year's metaplot, it has done a done job of spreading the metaplot out across levels in a way that doesn't force you to carefully craft a characters season (well I guess it does if you try to play all of it on one character, but it was designed to be spread around).

I feel season 4 will probably need to have a 'high level for current times' (ie 7-10 or 9-12) arc (3 parter would be nice, metaplot or not).

For specials in particular, I still would like to see more innovation/risk taking in their design -- I don't particular care about the level range. I've liked the SFS model of 'choose your own mission' for part 1/2, though I don't think PFS when its tried it has given enough support to table GMs to brief/guide their parties in making the choices, so most just go in whatever order the GM wants/has prepped. I'd like to see a structure that doesn't incentivize/require rushing through encounters in order to feel like your table is hitting their quota of successes. -- like HMM said, if I bring a favored character out especially for the special, I want time to RP and have fun with them. Sure I also want a chance to do their crazy high-level combat nonsense, but I don't want to have to mechanically churn through 8 encounters in a 4-5 hours session. Especially as you expect characters/GMs to have a bit more adjudication to deal with some of of the high level stuff.

I think I'd rather see more multi-part high level arcs, with their capstone or kickoffs at PaizoCon/GenCon as the solution for high level play, rather than shoehorning them into an interactive special, unless its specifically a high-level special.


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Its been updated via the GameOn site, I think sometime in the Fall now.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Sanctioning for Tyrant's Grasp is already announced and up on the product pages.

I don't think its been in the blog, but it was on twitter
https://twitter.com/PaizoOrgPlay/status/1501630521909993472

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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GMs/VOs are free to set whatever table size limit makes sense for their venues/comfort/etc within the limits the program itself sets. As long as its being applied fairly & consistently (Ie not dropping a 6 player to a 5 player table to exclude a particular person). I know a lot of lodges/GMs that cap online games at 5 in order to make sure a scenario fits into a 4 hour slot.

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