Talonknife's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Tridus wrote:
Everything is either an action, a reaction, or a free action. That's it. This actually works quite well.

I'm not a big fan of the way they did the action system. It seems too simplistic and it feels like it's going to fall apart when we start seeing things like Quickened Spell. I don't think removing action types was a good idea.

Tridus wrote:
some of which (like Resonance) has already been kicked to the curb.

I'm glad for that. I never liked attunement systems for magic items. It makes magic items feel less cool when even the ultra minor utility wondrous items get hard capped like that.

Tridus wrote:
That was changed in an update to behave more closely to what you expect.

Unfortunately, they went the opposite direction with it than what I would have liked to have seen. Half races in 1E felt more like slightly reflavored Humans with an extra racial type thrown in and they've made that even worse here. I was hoping they might finally get their own niche, but I may be waiting for 3E for that to happen.

Tridus wrote:
but critical failures kinda suck on skills. Especially the ones that do things like "you find out false information", which is a great way to both totally derail a session as people chase a false lead for hours and also ensure only a specialist bothers to roll a skill check at all in order to avoid the horrible outcome.

I'm always worried by critical failures, especially if they apply in combat. They end up punishing martials for making multiple attacks since martial moves require attack rolls that might result in them fumbling while a lot of spells don't, so martials actually become more likely to fumble as they level up and gain more attacks. I'm not sure if fumbles apply on attack rolls, but if they do, I may end up playing nothing but full casters again.

I just finished rolling up a Ranger with the new ruleset to hopefully take to my local PFS with me tomorrow. I'm not the biggest fan of the new stat system, but at least it doesn't requiring gimping a stat to have enough to pump up your main like the old point buy system did. I'm not sure how I feel about being able to do a full-round attack for three hits at level 1, though. I didn't play martials much in 1E, but that seems a little stronger than it should be.


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I finally got around to taking a look at the playtest book for the new edition and 2E honestly seems... really confusing. I didn't really understand a lot of the changes I was looking at. Why are Half-Elf and Half-Orc no longer races? Why were magic items nerfed so hard, especially when martial classes were already at a disadvantage compared to casters? How do action types work in the new action system? Why are there now critical successes and failures on noncombat rolls? Admittedly, I've only skimmed the book so far, so I may understand parts of this better after I've had an in-depth read, but I'm struggling to understand the thought processes behind some of the decisions with the new edition. At first glance, a lot of it looks... well, honestly, not fun.


AaronUnicorn wrote:
Talonknife wrote:
I should mention that I personally have no qualms with leaving games open to the public, I'm just concerned the school might not give us an official club status if the games aren't student-exclusive, which isn't really a huge loss, but would make recruiting from the student body a little more difficult. Hopefully, they'll allow public games and I won't have to worry about any of that.

Obviously, YMMV, but you might want to look and see if your school has an SCA chapter, and see how they manage it. When I was in college, we had an SCA branch that was a student organization (and got student funding, could use university resources, etc.) but was able to have non-student community members.

The rules we had to operate under meant that the President and Treasurer both had to be students to continue to operate as a student group, but that it was totally fine to have outside members.

So, it's worth checking into the specific rules that the university has in place for student organizations/clubs, but they may not be as restrictive as you're afraid of.

I'm going to go talk to my freshman advisor after my next class and figure out who to talk to about starting an official student organization. I don't think the school's rules will be that restrictive, but my motto is "Hope for the best, plan for the worst." I can't think of any student orgs that have members that are not part of the college, but then again, most of our orgs are pretty internal, so there's no real reason for other people to join. And again, even if that is the case, the only things we really lose out on are campus-wide email announcements and funding from the student senate, which I don't expect to really need, anyway.


GM Lamplighter wrote:

Welcome aboard! Kate's hit all the important points. I do want to encourage you to have some public games, though... even if it's as part of the school's "club days" or whatever event fits. You get a lot of folks intersted when you have a public presence, and that can help grow the group for when the inevitable happens - people graduate, get busy with other things, etc. The sooner you are at least open to new folks dropping in, the more sustainable your group will be.

Society play does have some differences from a home campaign in terms of loot, so make sure you grab the latest Roleplaying Guild Guide from the main Society page.

Best of luck!

I should mention that I personally have no qualms with leaving games open to the public, I'm just concerned the school might not give us an official club status if the games aren't student-exclusive, which isn't really a huge loss, but would make recruiting from the student body a little more difficult. Hopefully, they'll allow public games and I won't have to worry about any of that.

I've played some Society before, at cons and when I was in high school and still lived within reasonable distance of an active venue, so I'm fairly familiar with how loot works, but I've only ever been a player. I've never played Society from the other side of the table, so I'm hoping I can get some advice on avoiding pitfalls in both the technical side like chronicles and reporting, and in actually running the games themselves.


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I'm looking to start a Society group on my college campus, since a lot of people I know play or are interested in playing and Society seems like the easiest way to get everyone involved. What exactly do I need to do to get a Society group up and running? I'm also looking at maybe trying to get the Society group established as a campus-sponsored club so I can have access to things like mass emailing. Are Society games required to be entirely open to the public, or can I have a semi-public group (i.e. open to any registered student, but not to the general public)? Are there any conditions on Paizo's end that might interfere with getting official recognition from the school (obviously, there may be conflicts from the school itself)? I'm also considering trying to apply for Venture-Agent if possible, although I might need some more experience under my belt first.