Tim Schneider 908's page

Pathfinder Adventure Path Subscriber. FullStarFullStarFullStarFullStar Venture-Agent, Australia—NSW—Newcastle 74 posts. 1 review. No lists. No wishlists. 18 Organized Play characters.

Grand Lodge

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Just wondering if/when we might expect some of the community use packs to see any logos based on the 2E style?

I've got a convention I'm organizing part of in August where we're gonna mix in some 2E content to spark interest & we'll likely be putting some fliers in local game stores soon. It'd be great to be able to use 2E related art in the fliers as it may catch the eye of some people who aren't avid 1E players but might be intrigued by a new system.

Looking at the community use packs it doesn't seem any of the 2E stuff is available? I imagine it's a low priority with everything going on, but is there any ETA's around this or is this something you're holding off for now?

Grand Lodge **** Venture-Agent, Australia—NSW—Newcastle aka Tim Schneider 908

Hey guys,

Picked up new core ACG and the crimson throne expansion at paizocon after playing a demo & thought I had all I needed to take it back to Australia and try to get a bit of an org play acg thing going... however upon reading the guide it sounds like in addition to those sets you need a class deck per player to actually play in org play?

Just thought I'd check if I misunderstood anything here & the core set maybe counts as any or something like that? Pretty sure I've understood right but holding out hope since the game does have rules to make decks from that set...

Due to terrible stock availability in Aus for the card game (I've never seen any part of the ACG for sale anywhere) this kinda sucks & is quite a barrier for a new player (Not just walk up to the FLGS and grab one but buy a deck but get it shipped from america ordering it a month before the game, which I've heard some even had trouble with that for ACG stuff - massive delays getting it here). I was hoping with the core set+crimson throne I'd have enough to run some games. Worst case I just play with the set outside org play, but as a VA & with most the players participating in PFS & hopes of spreading beyond my local region at cons I did really want to bring the games under the org play banner.

Grand Lodge

Pathfinder Adventure Path Subscriber
Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.
Distracting Attack (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.

Can you use both of these abilities on a single sneak attack? They're both giving up your sneak attack damage to do something extra, one gives up all & the other only gives up some of it.

My gut says you can't spend the same thing twice, but I can see the argument that if you resolve brutal beating first & had at least 2d6 sneak attack you still have sneak attack dice to give up... so I'm not 100% sure.

Grand Lodge

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I've been a bit disheartened listening to recent podcasts where Jason has been saying that we're really only getting to the relevance of resonance in the higher levels and it hasn't had much impact at low levels.

At my tables low level resonance was a HUGE deal. And the way the surveys asked questions didn't really seem to convey this well as they only cared when people crit-failed trying to keep using it but things like potions have a huge cost on just a fail.

To hear it referenced like it was in those podcasts leaves me very worried that Paizo's designers haven't really seen this impact. I sincerely hope they mean they haven't had a chance to see it with the issues it was designed to combat, which I do understand is very true (And if that's the intended meaning I apologize for misinterpreting/misrepresenting your position & eagerly await the fixes you come up with).

Are we alone here? Have other people's gaming experiences been that resonance has truly been un-impactful at level 1 and 4? (I'm not trying to propose we solve the problem here, just asking has it explicitly been a problem for others in actual games as opposed to theory)

More detailed breakdown of my experiences in spoiler:

Level 1 (2 games of Doomsday Dawn, 1 GM 1 Player, and 1 GM of the PFS scenario): We frequently had more consumables than we had resonance & making decisions about sleeping the night based on inability to drink potions. Every single player was discussing their resonance totals. The biggest impact was the death of a character when he was poisoned and failed his resonance check for a healing potion that would've bought him enough time to likely live (He started with 0 resonance as a dwarf with 8 cha level 1, and not realizing how bad that was had bought 3 healing potions). He didn't die, but someone else did while the druid ran to heal him. It wasn't as big a deal in the PFS scenario, I believe mostly cause the party wasn't pushed as hard.

Level 4 (1 game Doomsday Dawn Player): It was also impactful on our level 4 game. My cleric was the only one impacted really, and that's cause I had a wand and a staff. I actually found it an interesting resource to balance, and felt like it'd truly nailed it's goal for me here. Other players did comment they wouldn't want to manage as many resources as I was juggling (Resonance, Spell Points, Wand Charges, Staff Charges, Channel Pool, Spells Remaining & Hero Points - I had a wide range of tracking counters & dice out :) ), but personally I enjoyed it and felt I caused it with my gear choices so it's an option for those who want to manage resources. Resonance was typically the cause of our resting but it didn't feel too premature.

Grand Lodge

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I was just making a character & decided he was a noble so I jumped to the noble background, and found a rather confusing result.

It grants the skill Nobility Lore - seems sensible enough on it's own.

It then grants the "Courtly Graces" feat - a feat that allows you to use Society in place of Nobility Lore for Recall Knowledge...

So the background both grants you a Lore, then immediately undercuts it by granting you a feat who's primary purpose is to let you use a different skill instead of having to be trained in that lore?

Grand Lodge

Pathfinder Adventure Path Subscriber

Trying to interpret a rule here. Trying to understand what happens when your affliction tries to go beyond it's max stage.

"If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."

The problem is whether it is instead of:
A) The advancement
B) The listed effect
C) The advancement and the listed effect
To illustrate I'll use a 2 stage poison. Stage 1 is d4, stage 2 is d6.

A person was at Stage 1. They crit-fail their save. Do they:
A) Go to stage 2. Since you can't advance to stage 3 you take the stage 2 effect of d6 for not advancing. Then you take the normal d6.
B) Go to stage 3. Since stage 3 doesn't have an effect we use stage 2 and take the normal d6.
C) Go to stage 2. You can't advance. You then take the normal d6.

So far I've ran it as option C, because I went with the best outcome for the players, but my gut interpretation is B. With only 4 stages of dying this could make a huge difference to a character who falls unconscious while poisoned.