RPG Superstar Season 9 Top 16. RPG Superstar 9 Season Marathon Voter. Pathfinder Society GM. 1,213 posts (2,946 including aliases). 4 reviews. No lists. No wishlists. 110 Organized Play characters. 5 aliases.
I've seen far too many threads and posts on why people don't like resonance, so I don't want to repeat that here. However, I would like to do more of a "what it could have been" or "what it could be" concept.
When I first saw the resonance blog back in June, I was immediately in favor of resonance. I loved the idea of investment in items,although I was disappointed in the simple 1 resonance invested per item. Thematically, the first thing I thought back to, was an old system called Earthdawn, by FASA. One of my favorite concepts in it was weaving threads of magic into items to attune them. For those not familiar, here is an excert from the Earthdawn wikia:
Weaving Threads wrote:
Adepts often weave threads to magical items in order to empower them. A magical item with no threads attached appears to be a mundane item of its type. Similarly, an item to which an adept has threads woven becomes mundane in the hands of those that have not empowered it by attaching a thread.
Weaving threads to an item involves examining its true pattern and researching its history to learn Key Knowlegdes, such as the item’s Name, creator, from what or where it was crafted and so on. Once this knowledge is known, an adept can infuse some of his own essence in order to awaken the legend of the item.
The extent to which an item can be invested with an adept’s power can vary widely. It is contingent upon how much an adept knows about the history of the item, and the deeds with which it is associated. Thread Items with an unremarkable history will lack the same capacities as items wielded by legendary Name-givers to perform heroic deeds.
Although magic in the earthdawn world was themed much more around the idea of actually weaving the magic into patterns, the key element that really connected through resonance is the idea of someone being able to "infuse some of his own essence in order to awaken the legend of the item." Resonance becomes a mechanic within the new pathfinder system that allows that same kind of connection between a magic item and the one using it. Magic items become less of a commodity, and more special.
One of the places I had hoped a lot of inspiration for PF2 would come from was Pathfinder Unchained. I understand the it was written for a different system, but there were a lot of things in that book that just worked well, and were improvements over the core Pathfinder 1.0 system. One of the stand out items is scaling items. Items that grow with the character and become more legendary as they advance is a great concept. In unchained, the items scaled with level, but now with resonance, we have new way to allow a character to unlock the power of their items. As a character invests more resonance into their bond with an item, the item becomes more and more powerful. A character with multiple scaling items, would now have to decide which bonds to priortize investment in.
The power of an item should dictate how much resonance is needed to unlock it, even if it doesn't scale. Wands and potions at 1 resonance is fine. However, to unlock even the lowest power of that holy mcguffin of smiting all evil should require a much bigger investment. 1 resonance to activate some items won't seem like as big of a deal if magic weapons, armor, and invisibility cloaks are taking 3-5 resonance each. Item levels no longer need to be included, since resonance becomes the unlock.
Lets take an example:
RING OF ENERGY RESISTANCE ITEM 6+[ wrote:
Method of Use worn; Bulk —
This ring grants you protection against one type
of energy damage: acid, cold, electricity, fire, or
sonic. Each ring is crafted to protect against a particular type
of energy damage that can’t be changed later, and its design
usually embodies the type of energy it protects the wearer
from in some way. For instance, a ring of fire resistance might
be capped with a ruby, whereas a ring of cold resistance features
a sapphire instead.
Type lesser; Level 6; Price 245 gp; Resistance 5
Type standard; Level 10; Price 975 gp; Resistance 10
Type greater; Level 14; Price 4,400 gp; Resistance 15
First...the level 6, 10 and 14 can go.
Instead replace the level 6 with a cost like 4 resonance, the 10 with 7 resonance, and the 14 with 10 resonance. (Or 3/6/9 or 3/5/7...not here to argue the exact numbers.) With scaling items, this can even be the exact same item, with the resonance unlocks being the differentiation.
TLDR:
1) The 1 resonance to invest 1 item is limiting.
2) Use resonance levels on items instead of item levels.
3) Scaling items fit great with a variable resonance system.
4) Earthdawn is a great source of inspiration on how resonance COULD fit in thematically.
Yeah, that. So far Mark Seifter, Jason Bulmahn and the others have been pretty quiet and have not really given a detailed response to many of the concerns (and I am talking about the ones where detailed feedback was given, not the "the world is ending!" ones). Given how James said that they'd start interacting with us after getting a bit of rest after GenCon, it's a bit worrying. Especially since they were so active during the preview period, when we could look forward to dozens of posts per blog post.
To be honest, I'm not really concerned by radio silence. But I am very much concerned when staff spend the time and effort to write posts like these:
- "If we thought that there were huge problems, of course we would fix them!"
- "Actually, it seems you may have misunderstood us. If you go back and re-read the previews/rulebook/blogs/staff comments, you'll see that there actually isn't a problem!"
- "Wow, these all sound like significant complaints that you have presented in a very thoughtful and organized manner. Luckily, the folks at GenCon LOVED the game; so I'm sure that you'll feel better after you play the game."
But they don't spend the time or energy to write posts like these:
- "This is a fair criticism that we have seen in many places. I will be sure to bring it up with our design team!"
- "Wow! It is really impressive that you have put so much effort into making your case! We would deeply appreciate it if you can take the playtest survey to ensure these points reach the right people!"
- "It seems like the community is rather split on this mechanic, with some liking it a lot and others taking issue with it. We would like to hear more from the players who don't enjoy it; if possible, more details about what specific aspects are disliked would be the most helpful."
If Paizo is too busy looking over surveys and forums to post updates constantly, that's fine. But if they do have time to engage with the
...
One thing I definitely learned at GenCon. Just because they aren't posting, doesn't mean they aren't listening and discussing internally. There was a thread made months ago, where Paizo employees didn't comment at all. There was actually some heated debate about it. There were some good points, some emotional points, and some crazy points. I figured it was a dead issue until an announcement was made about how that was being implemented. I was sitting next to a paizo employee at the time and expressed my surprise, since I remembered the thread on the same topic. It was explained to me that they purposely didn't post on that and kept the discussions internal, so that they didn't influence the external debates with their opinions. Sounds pretty smart to me. Make solid points. Back them up. They will likely be heard. You don't need someone to specifically acknowledge or validate your opinion.
I've seen several comments now about how much "the people at GenCon loved it" or similar. Those comments concern me that they are being taken as more significant to the big picture than they should.
I think one reason that weight need to be put there is that people actually played the game there. It wasn't theory crafting. It wasn't speculation. It was reactions from players who played at a table.
Were there complaints about some specifics? Yes. But overall, reactions I heard overwhelmingly thought that the big brush strokes got it right. I think the core of the system is there, and now it's about getting the details right.
I ask this because in 2015 and 2016 D&D had almost no presence at GENCON and was not even in the main convention hall in 2016 where as Pathfinder was in the Sagamore Ballroom, totally packed from 8AM till roughly 11PM.
And at GenCon 2018, the Sagamore Ballroom was packed with players 24 hours a day for four days.
From what I heard from those GMs running demos and the PFS GMs running the PF2 scenarios, there was an overwhelming wave of love for the new rules once people actually sat down and played. That doesn't mean that there aren't some rough spots that might need to be filed down, but the mood coming out of GenCon was extremely positive.
-Lisa
Having been there on the floor an the Sag for 50+ hours of that convention, I can tell you that the mood around 2E was extremely positive. I was very skeptical about 2E going in. GenCon got me on board. I heard similar stories over and over, and more importantly, I was at tables with a lot of people who played both 1E and 2E for their first time during GenCon. Excitement bringing in new blood is a good thing. I gave out more new paizo number this year than in any previous year.
Archtypes aren't just about multiclass. It's also about class alternatives. Lets take the cavalier as an example. By lowering the level for affinity feats to level 1, you could create a human cavalier starting at level 1. Other races still have to wait to level 2, but since humans can take natural ambition, I'm not sure why it makes sense to wait on the archtype taking effect in that case.
I also believe it makes sense for most of those other "classes" to instead be archtypes. I'm more for reducing classes than adding them under this system.
Right now, all archtype dedication feats start at level 2. For most characters, this seems very appropriate. However, I would suggest lowering the level requirements to 1.
Why? Humans have the ability to use their heritage feat for a class feat at level 1. This is the only time I see where it would be possible to include the archtypes before level 2, but I see no reason not to allow this early entry.
Perhaps a "morally nebulous" alignment should be added, with the caveat that all alignment related effects treat you as the worst case due to the characters' lack of convictions.
Keep it the same! I personally have never had a problem with Quest. I have always played all parts at one session. Everyone I have ran Quest for have played all the parts at one session. Admittedly I represent a small sample. YMMV
See, in my opinion, this highlights the issue. If the only way people will play them is in one sitting playing all parts at a single session, then it completely removes the necessity to have quests at all. Might as well write another scenario instead. Quests need to be more versatile than this, but under the current system, your experience is the optimal way to run them, because breaking them up leads to logistical problems.
Am I the only one dreading tables full of goblins?
I love the We Be Goblin series, both as a player and a GM. However, tables of goblins sounds worse to me than tables of kitsune and tieflings for everyday play.
I think I'll revise an original opinion of mine. Not because it was wrong at the time, but rather because I think the culture of org play has changed. At least in MN, I don't think boons entice GMs anymore. Either they will or wont.
I can say for sure that boons entice GMs in my area. It's always a struggle to get GM's here, but it's usually easier to find convention GM's where there are boons than game day GM's when there are no boons. Our venture officers end up GMing far too many games in my area due to other GM's not stepping up.
Tiers
I prefer the SFS tiers. Much better. A 1-4 scenario with 1-2 and 3-4 tiers is superior to a 1-5 with 1-2 and 3-5 tiers in my book.
A) It's easier to write modules with the closer levels. Obviously mechanics are different between PF1.0 and 2.0 but a module using a "young" template at one tier and the "advanced" or "giant" at the other can use exactly the same creature for both cases rather easily. Many times it seems like the low and high tiers are vastly different experiences due to using completely different monsters. Doesn't mean that templates should always be used, but it makes it easier to do so in many cases.
B) 5th and first level characters at the same table are vastly different. I don't know how many times a 5th level wizards with fireball or haste was at a table I played or GMed with level 1 foes. Or 3-7 modules with 3rd level characters playing up against foes with iterative attacks and throwing around 5th level spells. It's just nicer to bring that gap in, even if it's just one level.
C) I hate being in between tiers with characters. I also think the elmination of in between tiers make calculations of playing up or down far easier. Playing up vs playing down isn't quite as much of a factor of deathtrap vs cakewalk when all the players are in between.
D) I think 3-6 tier modules should not be rolled out as early as they were in SFS. The AP gave an extra 3
XP Per Level
I'm in favor of moving away from the 3 XP/Level. I do want to divide this into two different components though.
A) Scenarios per level - I'm not opposed to changing things to be more scenarios per level. (I kind of actually like 4 per level over 3, slowing advancement slightly, but I certainly wouldn't stand on a mountain to defend that position.) I think the general agreement I'm seeing is that most people like the 3 scenarios per level system.
B) XP calculation system - This is where I believe we have an opportunity to "improve" the system. I would like to see us change the calculation system to accomodate quests better. I believe basing the system on 1 hour quests being worth 1 xp will create a much better system. This also can more easily accomodate slow track, if that's going to be included, by giving enough space to not ever require 1/2 xp measurements. I actually proposed a strawman for discussion in another thread based on a 12 xp/lvl system so that 4 quests (1 xp each) is equivalent to a scenario (4 xp each).
Evergreens
I feel that evergreens are a huge boon to the system. They give something that everyone can play. They can serve as great introductions. Modular evergreens can really let GM's inject creativity.
One thing that would simplify things A LOT. A module/quest/scenario should be evergreen or not evergreen...period. I HATE the current evergreen definitions of "replayable with level 1's, but play once with X level characters. Draw a line of "this is replayable" or "this is not replayable" and it is far easier to explain to people. New players seem to have issues with this often early on, and I'd like to just eliminate the potiential for issues.
A) Introductory Evergreens - Quests and scenarios like first steps, Confirmation and Wounded Wisp are a great way to bring in new players, as well as a great way to start out new characters for players who already have characters. Some of these have some modularity, but I wish they had even more to be honest to keep things fresh and give some variety, as well as allow GM's to have some freedom within the adventure. I personally think the perfect 1st level scenario for me would have been Fallen Fortress if it had been built more modular like the 3-7 evergreens. Confirmation, Wounded Wisp, and Consortium compact did have some random monster tables and some puzzle variation which I greatly applaud, but I would have liked to have seen the customization go further with multiple endings and plot twists to throw in as well. Fighting the same monster at the end of every confirmation makes it feel more the same, even though each of the fights leading up to it may have been different.
B) Modular Evergreens - The two 3-7 evergreens from season 8 and 9 have become my absolute favorite things to run in all of PFS. They give me a toolbox to customize and tweak the adventure so that I can tell a different enough story each time that even those who have played it before are kept on their toes and get a fresh experience. I would love to see more toolbox style adventures offered right from the start.
Quests
I think quests need to be a bigger focus in PFS2.0. Embrace it early, and make it a staple of the system. Although PFS1.0 flirted with quests, I think it was one of the biggest missed opportunities the last couple of years. They are easier to write. They are easy to run. They are easier to find play time for. They can be created to promote concepts. They are bite sized to grab attention of new players. They make good demo games. They were a bit clunky in PFS1.0 due to the xp system and trying to balance 1 hour quests with a system built around 4 hour scenarios.
1) Make sure the xp system supports quests to EASILY be tracked, and not require running multiple quests from the same set in order to get rewards. This makes scheduling quests in tight windows and running demo tables much easier to do.
2) Although quests are smaller and can't support as much modularity as a scenario, I think quests with some modularity are a good thing. Not all quests need to support this, but a number of them certainly can, and for any evergreen, some degree of modularity helps keep them from getting stale as fast.
3) Quests are perfect for teaching concepts, both for GM's and Players. I have been sitting on a number of quests for what seems like forever that I was waiting for another open call to submit. The underlying premise was to teach concepts and mechanics, in an easy way. One had a chase scene, and gave hints for the GM on how to run one. One had library research mechanics along with hints to make it work. Another was based around social challenges (the party mechanic) and another was about collecting influence points. All of these are mechanics that show up in other scenarios (often multiple scenarios) and being able to give an easy introduction to them can help prepare players and GMs alike for how to run them when they come up. There are things in some of the evergreens already that are along these lines including basic puzzles (Wounded Wisp is great for this) and some specialized combat mechanics like how to fight a swarm (very common thing to learn in Confirmation).
I believe with starting from scratch, there are some very simple things that can be changed when reorganizing the society rules that will make logistics easier.
3xp per level had a nice simple elegance to it. It is easy to follow, and it is easy to explain. However, I think there are some other pretty simple mechanics that would make lives easier for other things. I'm going to put a straw man up for a new system for discussion. There may be cases for moving off of 3 scenarios per level (maybe 4?), and or even making it so things aren't even (so that 3 scenarios might not advance you, but 3 scenarios + 1 quest might.) My strawman isn't going to include those, but they may be good for additional discussion.
12 XP per level basis
PFS Scenario = 4 XP
"Module" or AP Part = 12 XP (w
Quests = 1 XP
Pros
------
The key purpose of this system is to make integrating quests into the overall system much easier. Each quest (assumed to be 1 hour each) can grant 1 xp, eliminating the need to group quests on single chronicles. Any combination of 4 quests from any source would be easier to manage. The logistics of modules and scenarios remains the same, with 3 scenarios or modules/AP's resulting in a level.
Easier integration of quests makes it easier to demo for new players, fit short time slots, or create more special content (for example the demo tables at gencon) that can easily award appropriate xp for the time spent.
Cons
------
12 isn't as elegant as 3 when thinking about how much it takes to level up.
Name: Korvish the Scorched
Race: Human (Half Garundi)
Class: Sorcerer (Elemental Fire)
Alignment: True Neutral
Description: Korvish is a bald, tattooed garundi man, with eyes filled with fire as if they were two candles. He favors loose fitting Osirion style clothing suitable to desert environments, and is always accompanied by Igna, his fire elemental companion, except when she is stored as a tattoo on his left cheek.
Background: Son of a garundi druid who protected springs near Sokar’s Boil (a volcano in the Footprints of Rovagug)and a varisian sorcerer/historian, Korvish grew up with his mother around the excavations into the temple of Sokar’s Boil, becoming familiar with ruins and tombs located there. Growing up, he regularly dealt with and spoke with fire elementals who emerged from the volcano and the ruins, referring to many as aunts and uncles.
Upon coming of age, he left the area, returning to civilization, and following his father's footsteps as a scholar of Osirion history. He quickly became embroiled in the plots of the Pathfinder society and the scarab sages, seeing first hand the birth and development of the latter as the sage jewels were collected.
Now that he has become a jeweled sage, he plans to semi-retire to a position at the Academae in Korvosa, combining the resources of that institution with the knowledge of his sage jewel.
Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3
Rickus looks surprised that Aubrin so readily agreed with him, although he winces slightly when he's referred to as "the Molthuni" even though he tries not to react.
I didn't incite a riot, with my speech. That's a positive. Although if everyone continues to think of me as the Molthuni, it's only a matter of time before one of them tries to do something about the enemy in their camp. It was ironic though. It's not long ago, I would have been on how to burn out a camp like this to get the rangers away from this deathtrap of a forest. Now, here I am trying to plan how to survive in these woods with Nirmathan refugrees. Fortunately, they sound much more confident in their experience being out here. I'm not quite sure all of their experience matches their bluster though, I can't think of our forces getting this far north, at least as long as I've served. The border has been pretty tense, but stable for quite some time, with mostly villages closer to the border being the battlefields.
A bed and roof back at for Ramgate sound good about now...of course the execution for desertion and treason would make that a short-lived comfort.
Urah manages to strike the lizard, although others do not. The crowd continues to flee as the lizard turns it's attention on Urah, snapping at it with it's massive jaws and catching the outsider in it's bite. The pain almost makes Urah pass out on the spot, but he fights to keep consciousness. He quickly realizes the creature is not letting go, and keeps him trapped in his bite. Making matters worse, he realizes the creature has poison its saliva, slowing his reactions.
ROUND 3
Ella
Lunevi
Fate
Gillii
Urah (11 dmg, grappled, fort save dc14)
Lizard (3 dmg, grappling Urah)
Crowd
Lunevi found it's weakness with the help of Urah, it can't bite anyone else with an ifrit in it's mouth. Ella knows from earlier outside of the poison and grab, it doesn't have any real weaknesses or special abilities. It's a big poisonous lizard that is naturally occurring.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7
Since I'll be at a con all day tomorrow (4 slots = 16 hours tomorrow), preposting.
Round 3:
Marcus takes a shot at the most open skeleton with a blunt arrow, hoping to thin out the enemy ranks and allow the leaders to focus on the more danagerous enemy.
Quinn knows that mites are sensitive to light. Although not technically a special attack, their hatred of gnomes and dwarves causes them to fight more ferociously against those races (getting a bonus similar to species enemy.) That knowledge might prove useful if you run into more, but for the moment the party kills all the mights with spells and arrows. Only the strange creature remains.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7
Marcus will allow Katswiri to cast the spell on the arrow. He'll wait for the group to close a bit more and then fire the arrow into the darkness.
Pull the arrow and delay one round, then fire the light arrow into the ground at the position of the yellow arrow on the map to light up the battle. Then I'll be using blunt arrows moving forward the rest of the battle.
I have a 28 hp dragon in front of a party that can easily do 40-50 damage in a round. It's all a matter of who posts. So I might be able to get 1 more success in very quickly.
There are no documents that even mention the word diabolism or any other outward indicators of the subject. However, Lupita is able to dig up some letters from a Marcus Sarini to an unnamed priest of Asmodeus in Egorian. These letters contain vague and cryptic language, but they do mention the existence of gifts for some nebulous patron, and that these gifts were carefully recorded somewhere in a secure location in the estate known only to Marcius and Sadira Sarini.
knowledge arcana/planes/religion DC14:
This is a very thinly veiled reference to diabolic sacrifices, and if you could find these records, it is exactly what the mayor is looking for.
There are no other red or blue references evident in the records, and nobody seems to remember the original meaning of the song, other than it rhymes well.
The pathfinder has been working to get approval to build a pathfinder Lodge in the city of Saringallow. Although it's only a city of 5000, it sits at a strategic location where no lodges currently exist, so pathfinders have been sent to make good with the mayor to get her support and approval in making the Pathfinder Society permanent residents. The pathfinders have curried favor by doing several jobs for the mayor, and have been called for one last mission. To help with this mission, the society has sent reinforcements to replace those who have been called away to other important tasks in the area.
-------------------------------
Although it’s covered in a layer of files and paperwork that indicate its official nature, this office is also eminently comfortable, with its plush carpet, velvet-lined oaken furniture, and ornate serving carts bearing colorful fruit and fine drinks. The soothing smell of sage and apple blossoms floats on a warm breeze wafting through the large, open picture window.
At the center of the room, behind a solid and polished wooden desk, sits Mayor Sandra Trinelli, her long fingers folded together in thought. Her face is solemn as she surveys her visitors. “Thank you for your quick attention to my request,” she begins, motioning to the oversized chairs in front of her. “As you can imagine, it involves a delicate task that promises results of great significance to our beleaguered population. Let me explain."
“The history of this town, I’m afraid, is written in blood. More than a century ago, the family that founded Saringallow committed heinous crimes against the hard-working folks who toiled on their behalf. When all was said and done, these nobles—the Sarinis—kidnapped and murdered many local children. They were hanged for their crimes, but the bodies of the youths were never found, and our families still suffer those tragic memories today. After all of these years, they’ve never had closure, and our town has never been the same."
“However, not long ago, while I was searching the town archives, I discovered a few old letters that seem to indicate that these evil nobles kept records of their victims and diabolical rituals. Finding these documents would go a long way toward healing the deep wounds the Sarinis inflicted on our poor people."
“Unfortunately, the evidence is presumably stored in the Sarinis old, walled estate, which is located some distance from Saringallow proper. Around here, superstitions regarding the Sarini family still run deep, and the good men and women of our town watch—bless their hearts—are reluctant to help. There’s no proof, however, that any of the rumors about the Sarini Estate are real, so I’d like to hire you help me solve this matter. Please, if you will, bring me any records of these terrible crimes that exist. Once you do, I believe our town will finally begin to heal. This will go a long way in building our town's relationship to the society, and perhaps remove enough mistrust of outsiders to allow your lodge to be approved.”
Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3
As soon as he is sure everyone has made it across, and there is no hobgoblin pursuers that are going to interfere with their escape, Rickus makes a dash for the forest along with the others. "Although it's going to make moving troops difficult, that's going to catch a lot of attention, and there will be some enemies that will have other ways across, so everyone out of sight quickly."
Once in the cover of the first tree of the Fangwood, Rickus stops to take one last look at what had been his unintended and unwelcoming home for the past few months. Was this our fault? No, I can't take the blame for this. I didn't unleash these beasts on anyone. But I did take solace knowing they were between my men...my friends... and the enemy at one point. Does that not make me just as guilty as those who brought them in? Is there any way to make up for it? There are so many of them, and so few of us.
I'm going to reveal a section of the dungeon with "nothing important" in it, to direct us to the relevant parts. Have had several posts eaten up. So taking a change of tact to make up time.
I'll be camping with the kids at a cub scout campout today through tomorrow morning. Marcus will try to not maneuver outside of 5' steps. (He gets +4 to hit if he can use his move action aiming.) He takes 1 shot a round. Only things that should change things is +1 hit/dmg from PBS if they get within 30', any buffs that go up, and possibly no cover depending on how the battlefield sets up. I've assumed cover for these rolls in the spoiler that I'm providing for bot/forward purposes. Doubt we get through 3 turns, but its here just in case.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7
Marcus approaches Bukog, trying to determine what might impress the human looking orc. He pulls some maps of the terrain he'd been making of the area on the journey in. He quickly adds the current location where the meeting is on one of the simpler maps, keeping back the most detailed ones for society purposes. "Perhaps this might be of value for you."
Craft(Cartography):1d20 + 7 ⇒ (2) + 7 = 9
Or perhaps it won't be of value...maybe I should have pulled out the good ones. Or I need a new die roller.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7
Marcus refills his quiver of it's missing arrows, making sure they are organized to make drawing one of the several arrow types he carries an easier task. Once his quiver is organized in a satisfactory fashion, he rolls up bundles of the remainder of his arrows and puts them back in his pack in the most protected spot he can find so they won't get bent or dinged.
Seeing Mirtgog, Marcus feels perhaps the half orc will be easier to deal with than the full orcs. The trick pulling the knife, is one he's seen many times in the streets whether in Ilsur or an intelligence gathering missions in Korvosa. If he wanted to make an impression, this first encounter was not the right time to do it. "Thanks for the advice. I'll be careful."
With that, Marcus attempts to get lost back in the crowd of merchants, caravaners, guards, and representatives in this place. Once he feels he's gotten away from Mirtgog's attention, Marcus tries to work his way around, using the crowd of humans and orcs alike as cover to make a second approach. This time, he attempts to do it silently, trying to make an impression upon the halforc by taking him by surprise to prove his skills. Once he's gotten as close as he feels he can, without starting a fight, he addresses the orc again. "The skilled can make their way, just as the fierce can. We just do it differently."
Deehna begins her song, and Ny'a charges in, doing extensive damage to the creature. I factored doubled bard song damage in as well since Deenha was first in initiative.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7
After his first exchange with the barbarians didn't go so well, Marcus wises up and lets the other do the talking. With the conversation going better than he expected, he lowers his aiming towards the floor.
Wanted to inject my 7 charisma and -2 diplomacy into the conversation, but now the wisdom will take over and I'll shut up.
Male Chelaxian Ranger 3 | HP 31/31 (NLD 0) | AC 17 | T 13 | FF 14 | CMD 18 | Fort +5 | Ref +6 | Will +3 | Init +5 | Perc +7
A human clad in studded leather armor rounds a corner near the wall of names, pointing out another pathfinder hiding in a tree nearby. "That's the last of you." It seems that a number of pathfinders have been participating in an elaborate game of hide and seek, and the last hidden pathfinder has been found. +Perception
He heads to his table straight from the games, still showing sweat on his brow. He sits at his seat joining right into the conversation "What's this about Nigel Aldain? Haven't met the man, but his name has come up a lot recently. He's evidently spending a fortune on golems and magical defenses for something. Both the Arcanamirium and Magnimar Golemworks are far richer due to his excesses. Other than he him gaining the job of curating it through marriage, I'm afraid I'm not all that familiar with this museum however...oh, Marcus. I'm an archer and scout from Ilsur."
Apologies. Biggest quarter ever at work, which meant ridiculous number of contracts going through last minute, so Friday through Monday was working all weekend. I didn't get to even check PbP for 4 days. Sorry I didn't give any notice or updates. It was busy leading up to that, so I was delaying slightly kicking back off again, but this weekend was more ridiculous than normal. Now with the new quarter, everything slows down again, and we can get this thing running.
Hiyami shouldn't miss too much as we have all the prelims of learning the town. I'll autoroll all knowledge checks for Hiyame so that won't slow anything down. Fixing the chronicle issue as well. About the 7th is where things should get interesting again.
Apologies. Biggest quarter ever at work, which meant ridiculous number of contracts going through last minute, so Friday through Monday was working all weekend. I didn't get to even check PbP for 4 days. Sorry I didn't give any notice or updates.
Catching up on the 17 posts here to respond accordingly.
I am following up with one player on the core 1-2. Looks like I have all people who have played standard (which is fully expected, it's why you offer core tables!). Since everyone is/was planning to step back and let someone who hasn't played before make all the decisions, I offered my services to make the worst possible decision for them at each decision point. Not sure they will take me up on it.
I'll get the debrief up, chronicles filled, and get part 3 of our trilogy launched next week. Going to take the weekend off posting for my daughter's 4th birthday party (lots of setup and then a house full of 3 and 4 year olds.) You will get an additional 430 GP and 2PP (hit all objectives, I'll cover details in the debrief). Please post any dayjobs, and I'll get paperwork caught up and the next adventure going next week.
I've GMed 4 space combats and played in 5 space combats now. I actually think in a lot of ways, it will be easier to run in PBP, but I've found as long as you are prepped, have the information layed out easily, and are ready to do all the GM actions quickly, space combat goes much faster than my first impression at GenCon. It takes a couple rounds to get down a routine, but goes good from there.
There are often games on here specifically created to be new player friendly. We are in the middle of PbP gameday, and the second round of games are mustering for that.
First, Hmm tries to keep a listing of games with reserved slots specifically to introduce new players to PbP.
Second, here is a link to PBP Gameday games. There are some still showing with openings for round 2, and there will be more games added.
PbP Gameday
That at least gives you a couple starting points. I'm sure many other opportunities will be posted here in flaxseed as well.
Thanks for the heads up. BTW, we are closing in on the end of part 2 of our trilogy, with the big part (the module) yet to come. I think we'll likely finish this part next week.
Credits: each PC recceices credits as listed on the chronicle sheet. I know that. What about rewards by npcs in the mission (such ad the cash reward from each faction leader in commencement?) Are they evenly split amongst the party, or does each PC receive the award listed?
In SFS, at the end of the adventure, only the credits on the chronicle sheet are part of the reward players get. They do not get to keep credits found or given during the adventure. Those are there for rewards if people play outside of SFS.
In our playing around with the system, starship combat seems to lend itself especially well to having the whole group on board a single starship. We've wanted to experiment with how a squadron might function, though in all likelihood this would be with two PCs per ship (it's much nicer to have a pilot and a gunner). This would also mean that having one person good at piloting wouldn't be enough, and there would need to be multiple competent pilots on the team. I have no doubt that a group could build to this dynamic, but that's a dangerous assumption to make in the organized play setting.
The especially tricky element? Escape pods require expansion bays. Tiny starships and half of the Small starships don't get those. Lower starship hull points plus a lack of an escape clause make squadron fighting a cool concept that might run into serious roadblocks—especially for Starfinder Society.
Sounds like something to try out in an exclusive/special some time in the future. Finding pilots seems pretty easy though. Seems like everyone can do it at some level.