Lens-Keeper Tiluatchek

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Hello, I have a major bone to pick with haunts. I love the concept but despise the execution and having to house rule a core mechanic really bothers me considering how much time P2E has been out and the developers have not fixed them to the best of my knowledge. So if I am wrong and some kind of errata is out there I would appreciate the help as I cannot find anything, and even youtubers seem to gloss over this and just house rule it, which should not be required at this point.

So first issue, the rules make no mention of how to recognize a haunt for what it is. Yes you can perception vs stealth and spot that something is wrong which is enough to know a haunt is most likely present. But that does nothing to tell you what to do next.

The house rule I keep finding is to then allow players to Recall Knowledge to get more information. Paizo has given no rules on this whatsoever so purely by RAW there is no way to actually get more information about a haunt without simply guessing by the players.

Next even if you permit Recall Knowledge to get said information what happens if the players fail. The haunt at that point becomes an unbeatable hazard as once you fail a Recall Knowledge you cannot roll again.

Every other encounter in Pathfinder can be brute forced on a failed recall knowledge in some capacity. Sure it might take the players more resources, or a bit of luck but monsters can be killed, simple hazards can be absorbed, and even complex traps can logically be overcome especially if they are magical.

Complex Haunts are the only thing in the game that by design are unbeatable purely because a party failed a single check.

Without using house rules, or using judgement calls am I missing any errata on complex haunts in particular that solves these issues? I really love the idea of complex haunts and I may have to redesign them for my games as right now they are broken and unusable as written.


Posted this on the wrong forum


So my reasoning on why Shuriken's shouldn't exist is simple. They either cost more to make, than you can earn selling them.

Shurikens cost 1 cp to buy, even if you ignore the cost of setup a 1st level crafter can craft 5 cp a day at level 0, which means Shurikens cost 5x more at minimum than you could make selling them. Moment you add setup time your at 25x more.

I understand the crafting system is not meant to reflect reality, but it is so far gone from any sense of reality I struggle to make sense of it.

I have some house rule ideas I am working on to deal with this issue, but it would be nice if the crafting rules reflected some semblance of sanity in regards to crafting certain items.

I understand in game the argument is just buy them. Except they are Uncommon and unless you are in a region that they would be considered common in, the only way to get Shurikens is to find one, break it down to learn the formula and then craft them yourself.

What I would like to see is rules to allow batch crafting of non-consumables. This should only come into play if your income is double or more the items value, but it would be nice if their was something official. The crafting system is already designed to not allow players to make money crafting.


So I own all the physical books and stuff for Reign of Winter, even bought the PDF's. Now a year later my group has moved on due to life and we cant get together to play anymore. I am looking at Roll 20 but after spending all the time prepping the campaign for a face to face setting I dont know if I have it in me to learn roll 20 and build the whole thing into their system.

What im wondering is if their is a Roll 20 setup for Reign of winter available, heck if Paizo has an official one ill buy it. I love this setting and campaign and really want to finish running it before everyone moves on.

Any help would be great.