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So this is after the fact, but I ran this at Gen-Con. At the time, I thought I must just have forgotten where it was, or that I couldn't find it in a panic, but I recently went back and confirmed that I think it is a mistake. In Part 3, the House GM may announce that the Inspired Defense condition is in effect. That is the only time the words Inspired Defense appear in the PDF. I don't think there is a condition in Pt 3 that was mislabeled, but I could be wrong about that.
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Rysky wrote: Okay, I ADORE the title text. Agreed. The title text/logo can be a little perfunctory and forgettable, but this one is great, tells a lot about the adventure and is incredibly eye-catching. The graphic designs/art team really outdid themselves on this.
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Want to say that I'm super impressed that all my sessions have been reported. (I did not play any specials so maybe those are still going through). Had a damn fine time playing at GenCon outside of learning that I am not young enough to do an overnight slot anymore.
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So as part of being a prepared PFS gm at a local gaming store, my GM kit includes a little baggie with my 10 reserved organized play numbers that I'll hand to a new player. I tell them to go to paizo.com, register an account and use the confirmation code, etc. A lot of people play one or two games, decide "hey, maybe this isn't for me" and never do it. A lot of people take the card, make an account and claim their PFS number. Neither of those groups have an issue with this system. But there's a third group of people who take the card, make a character and play regularly but have never made paizo account and never have used the confirmation code. Now, they've definitely lost the card with the confirmation code on it. How will it work for them if they want to play PFS2e? Should they start over with a new PFS number? Is there a way to give them that number without the confirmation code?
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so my players often give me their character sheets the first time they play them, make sure they did the math right, didn't forget anything. They always forget their FCB. One player made a ninja, and I look it over. They're using some alternate fan-made character sheet. It took me a sec to find the skill section, and i ask to make sure "These are all your skills?". Yeah, those are all my skills. In game play, my players keep making jokes about not knowing where that voice is coming from whenever the ninja speaks. I make a big point of pointing at his mini, "No guys, he's right there, right there. Absolutely 100% right there." It took him to level 3 to realize he never put a single point in Stealth.
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Most of the players in my city are new to Pathfinder or new to RPGs. They're not experienced at optimizing characters, they don't have a copy of every player companion, or even every book in the core line. A number of them fell in to Pathfinder and PFS through the Glass Cannon podcast, where for the most part the characters are a bit better than the PFS pre-gens but not ultimate combat-gods. Sharpening the difficulty level of the scenarios would really hurt play in my area, so I'd much rather there be optional hard-modes than just change all scenarios to be harder. One thing a player has mentioned is that there never seems to be a benefit to openly wearing your wayfinder. Now, he does it because he plays a proud paladin of Iomedae who is eager to share the work they've done as a member of the Silver Crusade. But maybe at least once or twice, there could be some mechanical benefits to openly displaying the wayfinder besides just a light spell?
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I've been thinking of starting GMing some PBP stuff, and I was also thinking that it'd be a good place to GM core stuff (since my hometown isn't big enough to support the two campaigns and none of us are veteran enough to need to replay stuff. We're far from running out of stuff) Is there anything specific you'd want to play, Turmoil?
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I ran this last week, kind of at last minute as the GM who had signed up to run it at my lodge has a family emergency. I screwed up a lot because I had less than 24 hours to prep it. We were high-tier, with a paladin, a ranger, a vigilante/ranger, and a pre-gen cleric. Few tips, especially to those who will run it at Gen Con 1. Have the initiative for the final encounter pre-rolled and just take out what doesn't show. With the number of elementals, the enemies and allies, it slowed down the session while I figured out what was there, what their initiative was and putting everything in order. It was super easy to accidentally skip something in initiative. 2. You might want to emphasize a) that the Pathfinders should be taking note of anything strange they find, to give them a fair shot at the second prestige. I just emphasized with my voice the Venture Captain's line "If you find something interesting along the way, be sure to take note of it for later" and repeated something similar in the Q&A session at the beginning. B) you might want to emphasize how the sand in part A1 is flowing like water. My party ended up not having a lot of knowledges (we ended up with 7 people and so I made the call to split into two groups. My other GM ran the Confirmation instead, so they ended up without a bard that they kind of expected) My party, especially the paladin were on point for looking out for weirdness, but without knowledge skills, the only thing they actually got for the second prestige were the flowers. I blame the pyramid level of Super Mario 64 for them not thinking the sand thing was weird enough to note. You don't have to over do it, don't hit them over the head with it, but just a line or something about how the sand is acting unusually. I don't necessarily feel bad that they got the single prestige. But with just a tad of emphasis, I think they would have felt rewarded for picking up on it, and if they didn't pick up on it, they wouldn't have felt as cheated if they did remember what I said. 3. Kind of a RP lite session that we had? They didn't seem to want to talk to their elemental emissary. I kind of expected that so I did put a little emphasis on Kihur at the beginning. It was fun, and an Exchange member at my table ended up recruiting him for the Exchange. edit: Also am I crazy or is the Dazzled condition in the high-tier version of A1 just... not important at all? Or is it supposed to linger for the entire session?
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Slot 1, Thursday AM (0800-1300): OFF
Slot 5, Friday AM (0800-1300): OFF
Slot 9, Saturday AM (0800-1300): 8-10 Tyranny of Winds II: Secrets of the Endless Sky
Slot 13, Sunday AM (0900-1400)**: 9-01 The Cost of Enlightenment I've started prepping 8-10 already. I didn't realize until just now that I've got Thursday and Friday morning off. That's nice.
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JoelF847 wrote: I hope the archetypes for other classes aren't mostly just a mix of the shifter class with the base class. I get bored of those really quickly. I mean, the last book that had a class in it, Ultimate Intrigue, there really was only like one or two archetypes that were grafting Vigilante onto another class.
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I want to say I had a lot of fun at this con. I think by the end of the con, we were all a little too tired to say much. But this was seriously a very fun way to spend a weekend. Thank you, Rachel and the Omaha Venture Officer team for putting this together. I even forgive Mitch for always being super mean to me all the time. ;)
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So, when I look at my local lodge, since we have a small group where almost all of them are new to PFS, Pathfinder and in some cases RPGs, I have a very skewed view. I haven't seen anyone use anything out of Ultimate Combat. Or Intrigue. A number of them have the ACG or APG, because when they ask what books are good, I usually say start with one of those two. (or Unchained if the person's interested in Rogues) Obviously when I go to the larger more established lodge 50 minutes away, it changes. Though (and I'd have to check my character notes), I'm not sure if I've played alongside a single-classed wizard, even at Gen Con.
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4d4 × 1,000 cp, 6d6 × 100 sp, 2d4 × 100 gp, 6d6 pp, lesser minor armor, greater minor wand, five grade 3 gemstones, grade 3 art object
Pathfinder Adventure Path Subscriber
I had an Kineticist here but the player got in a fight with another player (at another game in the same game store) and I haven't seen him in months. Other than that, I don't think I've seen anyone with Occult Adventures under their arm yet. I've been wondering about what to do with my Vishkanya boon that I still haven't used. I have to crack open Occult Adventures and see if there's anything interesting in there for me.
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Hey, I saw that you were the development lead on Divine Anthology, which was my favorite companion book in the year+ that I've subscribed to it. (I even wrote a review for it, but the site logged me out and ate the review when I went to post it.) Anyways, I really loved the Apocryphal Subdomains. Will we see any more of them in the future?
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I'd kind of like an adventure path that gives a bit more restrictions on what you play than the standard adventure path. Not to the point where it comes with pre-made characters like the adventure Jason Buhlman's writing, but like, an adventure where you're all worshipers of the same god, so everyone is one of 3-or-4 alignments. Like, kind of spit-balling, Kofusachi is a CG god from Tian Xia that we know very little about. What we do know is that the nations he is commonly worshipped, they were either never conquered by Lung Wa (Tianjing and Hongal) or held out the longest against Lung Wa (Hwanggot). Now, maybe there's a mystery there (I kind of doubt it, I think its just that Lung Wa especially suppressed the faith more than the other Gods, but maybe there's a mysterious reason why)
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My PFS samurai has persuasive as his third level feat because every feat that I really wanted at that point had a +4 BAB requirement. Now he can praise glorious Bachuan and try to rile the proletariat. My PFS core Druid has Skill Focus (Profession(Barrister)) for the day job checks. She's an environmental lawyer, so she needs the boost to her career. My PFS warpriest's first two feats were those ones from the Advanced Race Guide that let humans attempt to make any check untrained, I'm forgetting their names at the moment. He was my first PFS character and I was told it was important to have your character be able to do things outside of combat. My reasoning was that he's a warpriest of Besmara, he's lived on a ship for most of his life, and when you're on a ship, you have to be able to jury-rig and be able to do a little bit of everything because you can't hire someone to do it for you when you're weeks away from port.
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Human 6 (2 Garundi, 1 Tien-Dtang, 2 Tien-Shu, 1 Cheliaxian)
I also have unused boons for another Vishkanya and a Grippli but haven't registered them yet and haven't totally decided what I'm gonna use 'em for.
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My first Gen con realized I accidentally bought two tickets to the same scenario, Deepmarket Deception, one on Thursday Morning 8 AM, and one on Saturday at 2 PM. I'd prefer to trade away one for another scenario. Either 1-5 or 3-7. I already have tickets to Faithless and Forgotten 3, Beyond Azlant Ridge, and Portents Peril.
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Background skills from unchained Fighters get 4+int skill points Clerics get to treat their cleric level as the number of ranks in Knowledge (religion) (ie they don't have to spend ranks on knowledge religion) Appraise is dead. I don't want to keep track of what you think your gold total is, and what your gold total actually is. I unload keeping track of that stuff to a player that I trust, so that I don't have to keep track of it. It is assumed that one of PCs who has a profession from the background skills section can make the appropriate judgement. Warpriest's sacred weapon dice doesn't change with size of the warpriest, since if a god wants you to do 1d6 pts of damage, you do 1d6 points of damage. I'll use the encumberance system in combat if you're picking something up in combat (like a dying party member or a macguffin or something) otherwise I couldn't care less. You're adventurers, you know how to work with your gear that you wear all day enough to not make a huge difference. Wizards can't prepare spells on the fly, only once per day after they rest for eight hours. It never made sense to me lore-wise why wizards could do this, and I feel like it really overpowers wizards over sorcerors and arcanists.
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Just want to say, thank you guys for laughing at my Medicinal Weapon Quality write-up, and rolling it in. Obviously, I did it on the fly, but I probably should have worded it somehow to make sure that a Medicinal weapon casts remove disease on the thing the weapon just stabbed.
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The more I read this thread and others, the more I realize that maybe I've been reading the Golarion-specific books wrong. I kept thinking that a lot of the ideas you guys put in there, you don't have super specific ideas about, and you're throwing it in there for an enterprising GM to pick up and run with, or at least, you don't know the entire reason for [blank] until you revisit a few years later. But now, I kind of think the opposite, why throw away word count on a half-established idea when you can use to flesh out an idea you know the complete [blank]. Which is the better way to think of the process when I'm reading a Campaign setting book?
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