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What's the recourse for a fresh-faced GM and group of players who simply don't understand what the hell just happened? Not everyone comes into a game like this with 20 years of organized play experience. Not everyone comes into this with >0 hours per week of prep time. Sometimes people just pick it up and play because it sounds cool or they saw it on twitch or some such. Telling anyone 'know your group, figure it out in advance' is elitist I'm-better-than-you-ism. Stop acting like it's easy or intuitive for just anyone to look at a book full of encounters and think 'oh, this will be a problem' or (and appropriate to THIS THREAD) 'oh, the math really looks off here, those DC's are 10 points higher than the suggested baseline' because that's just not going to be the case. Sometimes a game is just a game, and you can be forgiven for thinking that if you pick it up off the shelf and sit down with your friends that it will work, it will be correct, and it will not need you to have spent 15 hours in reddit and these forums picking through 'git gud' nonsense in order to figure out that an encounter has a problem. ![]()
Ruzza wrote:
None of the changes that you listed from that quote are mechanical. One and all they are narrative. Perhaps you have another quote that isn't rule0 that says something about being wary of published adventures because they lean on 'cram as much XP into as small a package as possible to save on page count' and you might have to tweak things after your party starts looking at you funny when you still hit on a 1? (/sarcasm) ![]()
The Raven Black wrote: Nope. It started directly with the Rogue and unluckily for the close-by Witch took them in their area too. The Witch went down. The Bard healed them. The Witch and Rogue fled, leaving the Bard behind. The Wasps Swarm then attacked the closest creature, who was the Bard. In a later post, Vampbyday stated that the rogue used stealth as his initiative. That's likely where I got confused. My bad ![]()
Captain Morgan wrote:
IIRC, the rogue was described as stealthed at the beginning of the encounter, which is why the wasp swarmed the witch and bard initially? ![]()
BigNorseWolf wrote:
This process only works when the map in the book is consistent. There are several in AtoS where the grid size is scaled inconsistently across the image (that is to say, a few columns or rows are narrower than the ones around them). Reference the university maps on Huskworld, page 29 I think. Lining that mess up is simply infeasible. ![]()
Squiggit wrote:
Thank you. This is a cogent rebuttal that addresses some of the same points I would have made. I'm not convinced that 'the game is harder' therefore 'combat can be demoralizing' is a valid equivalence, but at least I understand a little better where some people are coming from. I don't think that it's a good equivalence, but I suppose if I did I wouldn't be confused why people keep bringing it up. ![]()
Deriven Firelion wrote: Either you like a more difficult game or you don't. Why is this such a common response? I even said it's not about ease of play. For my group, it was about the perception of being taken out of a fight because the odds are stacked so heavily against you that the roll you need to make just to HIT is what the opponent needs to roll to crit. There was not a single fight that the group didn't win, and I don't really remember if any of them were super close. But there were a lot of fights where the perception of imbalance between Them and Us was amplified by good and bad dice rolls that lead to massive frustration even while winning. So when someone asks the question 'Is it just me, or is it way too easy to get hit in this edition? ' No. It's not just you. It can be explained. It can be justified. It can be appreciated. But even with all the justification in the world, in my experience it's really freaking easy to be hit in this system. ![]()
HumbleGamer wrote: Rather than new to the system, I'd talk about players "used" to a different system. There is something to that, because what you are used to encompasses what you're conditioned to expect or enjoy. My players do not enjoy being easily crit. They were unwilling, after multiple combats where someone just evaporated, to accept that conditioning as positive or enjoyable. It's not about ease of play. They won. They always won. It's about perception and expectation. Being a floor inspector is BORING, and when it's because a creature pulled a couple of good rolls it's frustrating. Today, after having read some of these comments and threads, I could probably adopt a few changes and change the feel of the game to something they wouldn't get frustrated over. Back then, I was too ignorant to try. ![]()
WWHsmackdown wrote:
If that experience was the majority or even a minority large enough to affect sales then we would've seen a major shift in encounter design in APs. I've seen minor adjustments but nothing major has rocked the boat. If we're sharing anecdotes then at least on the martial side, combat seems like a fairly even slobber knocker.Is that so? Honest question, because I haven't spent money on PF2 content since Plaguestone bombed for us. There've been a few comments in this thread about how Plaguestone and AoA were both poor starting experiences, with someone commenting on an AoA update to clean things up. I don't have a yardstick to know how major or minor the differences are. ![]()
Right or wrong, justified by the math or not, it's obvious it's not just the OP. My own group noped out of the system after encountering yet another severe encounter where the mob(s) in question hit on a 5 of the time, crit all of the time, and were so hard to hit that entire turns would go by with bad dice meaning nothing good happened. The perception they took away was that the game was a punishing slog, and as players new to the system, with a GM new to the system, the end result was yet another book sitting on the shelf gathering dust. ![]()
Gaulin wrote: As much as I like 2e, sometimes the math is a little too tight. Not having an 18 in a starting stat is usually a big mistake, not having a fully upgraded weapon, etc. In starfinder numbers are looser without the hugely inflated numbers you can get in 1e pathfinder, so there's some wiggle room. Second this. My game group didn't gel with 2e at all because it was, in the opinion of the more vocal of players at least, too close to the knife's edge of a wipe. A few too many rolls outside of average and the fights went from winnable to wipe and that just wasn't the cup of tea they wanted to sip from. For a 2e wishlist, I'd like to see the 4 degrees of success, at least with skills and spells, and I'd like to see the simple 3 action economy. I'd like player power to come from the class more than the equipment because we've played too many AP's where character power falls behind when there's just not enough of the right gear to go around, or there's no gear at all. I'd like to see spell dc's high enough that the bad guys sometimes fail them. I'll refrain from a wishlist on starship combat since I haven't read the starship ops manual and maybe they're already addressing some of the core complaints. And lastly, I guess, I'd like more character classes to be built like the operative, with an eye toward having something valuable to offer all the time...not just when there's a little niche around that they slot into perfectly. ![]()
QuidEst wrote:
Honestly, a hundred times this. People like to roll dice and hit things, but right now I'm missing where there's any part of this class outside of initiative order. I don't think we need another class where people can check out of the game session when the option to say 'i attack' isn't on the table. ![]()
Since the fulcrum level is the same as the class level, wouldn't you be crafting and slotting a new fusion every level, or buying a few levels ahead I guess...or does the class get a small bonus in wealth by not having to pay to upgrade the fusions to match. I'd think that the fusions would be inert when the fusion is upgraded until you reinstalled it or something. A short explanation in the fulcrum would be nice. ![]()
IIRC, pathfinder2 explicitly defines attack rolls as checks, but it's ever so easy to believe something is true and ever so difficult to find an answer one way or another and some days, I couldn't google my way out of a paper bag. Basically, if a player gets encumbered, do they suffer a -5 to melee attack rolls? While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks. A check is a d20 roll that may or may not be modified by another value. The most common types of checks are ability checks, initiative checks, and skill checks. I'm not sure. Plain english reading says an attack roll should be a check, but in my experience attack rolls are -way- more common than skill or ability checks and isn't called out the same way initiative checks are. I don't know. What random piece of FAQ or rule clarification have I failed to locate? Help? :) ![]()
I either completely misplayed, or completely underestimated the Pluprex demon in last week's game. When the party got the demon's attention, it showed up outside as written,activated the high radiation version of its aura, moved into the entrance and animated the dead body as described (this, I did misplay. I failed to realize that the spell required touch). It proceeded to cast confusion when the party moved forward to deal with zombert and was wildly successful. 3/4 of the party was affected with nobody having a handy way to deal with it. This is where the demon gets crazy. Because radiation is a poison, even on a successful save it is dangerous. Nobody gets immunity to high levels of radiation, and thus everyone has to save every turn. On a successful save, everyone within 20' of the demon loses 12 hit points (not stamina as far as I can tell. The poison rules are oddly specific about losing hit points rather than taking damage, and I didn't find a correction anywhere). There's basically nowhere to fight that creature in the small building that isn't within 20'. More than likely you'll be fighting in b2 or b7, and that aura is a commanding area. If you can't get your debuffs on, or the wrong person gets confused and rolls poorly, or you're just having an off day, you're on a very short fight timer, even without the mutation, multi-attack, or other spell-likes. Scary fight. ![]()
Opening an unlocked, unjammed, otherwise normal door takes 10' of movement (effectively counts as difficult terrain) instead of a move action. (opening a door taking a full action has always bothered me, at least in comparison to the ease with which many classes gain additional move distance) When the group is performing aid another actions (out of combat), the final result will be the result of the best character, plus benefits from other players' rolls as appropriate. (Player J attempts to perform a computer check. Players D and K chime in to aid. Player J's result was a 9, D's was a 22, and K was a 15. Final result is 24 instead of 11)
I think these are the only deliberate house rules. We probably have a few unofficial things we consistently screw up, but eh. ![]()
I'd have to go with something like 1, 4, 2, 5, 6, 3. I felt 3 was weak and incredibly overtuned in comparison to anything prior. Additionally, the whole book is nothing more than a red herring with basically nothing to find until the final enemies leave home with the incriminating usb drive hanging on a chain around their necks. There were insufficient encounters which provided sufficient experience early in the book, necessitating multiple overtuned encounters at the end to meet the xp requirements. While some parties had it 'easy' on those fights, I feel that they swing too heavily on random chance. A few bad rolls in the wrong place...a few good rolls in the wrong place, and the party is just dead. Book 6 bothered me because it presented the AP solution as the only reasonable path forward, but that really wasn't the way my party saw it. Took a lot of encouragement. Additionally, the mechanics of space combat seem to play against the notion that a space battle could progress for days and days (multiple 8 hour rests are possible) with no impact on the empire of bones. No hits, no wild saving throws, no damage to work around on the final run, no events to alter the ship's geography and push the players to moving faster. Overall, I think that the story could have been streamlined by removing book 3 and compressing 4 and 5. Book 5 could have been an attempt to prevent the capture of the SD. Book 6 could then have been a running battle against time as the SD was traveling through the Drift (either trying to find a place to destroy it while being chased or trying to recover and sabotage it). Your timeline then becomes 'waste too much time and the absolam system gets @nuked. ![]()
Or an overly simple investment system. Something like 'you can form a weapon that uses (insert chart of operative weapon damage values per level) or or any toolkit or (dunno, something cybernetics something).' skip a few lines of text and mention 'Once per day, you can deconstruct a weapon to add (level / 5) options from the weapon to your major weapon form for (level) hours. Options are any critical effect, increased range increment, +(weapon level/6) to damage, something-something'. You still have a way to cycle out a lot of useless level 1 semi automatic pistols and tactical batons, but by using a static chart you're not limiting the effectiveness of your class to your party generosity. or something. ![]()
Boedullus wrote:
Having just cracked the book, I came across it on a similar end answer, but a different starting point. It's quite clear that Hylax doesn't have any bones about sending visions to people about the comet and I felt that some of early descriptions imply or state that some of the residents arrived over time. I would guess that someone gets a dream and goes off to find it. Some of them might start a 'church' or something and head off into the unknown with a bunch of followers. Like you said, it's a big galaxy. Easy to get lost. ![]()
rabidradioactiveraccoons wrote: It seems like it would be simpler to restrict Major Forms to your level and Minor Forms to level+1 if that was the case, but that solution is so simple that I can't bring myself to believe the reasoning. I suspect that the intent was flavor. It's thematic to dust a gun to be able to make one. Implementation is the question for me. Looking at the caps provided in the clarification, I wonder if those are expected values or just spitballing a max. The 2nd level allowance, for example, is about the value of a 3rd gun. That's what you'd expect from the write-up. But how many AP's have you run where everyone, or anyone, is rocking a 3rd level gun before 2nd level? My experience across a few adventures is that people are stuck with first level guns for a long time. I've got a 6th level group now where I had to throw upgrades at one of the players who was sticking with a pair of first level guns. And, as someone else pointed out you'd apparently have to have the level+2 item handy with an hour of downtime so that you could dust it as you level to be able to take advantage of it. Iterative updates to the nanocyte's pool would help (letting it fill to some capacity), or just giving them a set amount assuming that they're constantly converting a few bits of things around them all the time. I just don't know how often a group of players would be presented with enough items high enough level to dust to actually keep up. ![]()
If they can afford it. Realistically the only way a nanocyte can afford to swap a major form to a new weapon at level or level+1 is to find one that nobody else in the party has a better claim to, or be a greedy git. Eyeballing the weapon charts, there's no way to sacrifice a weapon at level X, even with +10% value added as UPB's you cannot ever get enough value to learn any weapon at the next higher level. I don't know about your experience, but players in my games, playing through AP's, are frequently running with weapons that are below level. A weapon upgrade takes so much cash that it's something people save for over two or three levels. I know what players are going to want to do (keep 3 rolling high level weapons). I don't know how they're actually going to do it. ![]()
QuidEst wrote:
You're right. The snark was uncalled for on my part. Sorry. I feel like the nanocyte is going to be the poster child for attempts at 'creative solutions to breaking and entering' and similar problems. I foresee a lot of table talk about it. ![]()
QuidEst wrote: Improvised weapons are things that aren't weapons that you use as weapons. "It's an improvised weapon" doesn't let you slap a fusion seal on it either. Tech items count, though, so various high-tech restraints sound like fair game. A wonderfully, creativity-smashing, rules-based answer. It's not a weapon, so you can't dissolve it. You can take apart the most complicated of laser weapons, but a simple chain is beyond you unless you bought it with a wooden handle and some spiky bits on the end. I am uncomfortable with that answer. ![]()
I just had a different set of questions occur to me as well. As GM's we should be encouraging and rewarding creativity. If a nanocyte was, dunno, perhaps chained to a wall and needed to escape, could he spend an hour decomposing the chains? They could be considered unattended improvised weapons. In fact, basically anything you can lift is an improvised weapon, so can he break through the bars of the door? If he can, does he lose his nanite investment completely? Obviously yes, but now you're kicking the player for being creative. That doesn't seem desirable either. ![]()
Lethallin wrote:
That's a good argument with regards to flexibility. If we already postulate that the most common path of advancement will be rolling multiple weapon types so that they remain within 1 level of the character, and ... I honestly don't know what the minors will be. I haven't even considered it. And you can presumably slap a fusion seal on it, but that would fall off whenever you switched. I'll concede flexibility..at least a little bit. ;) ![]()
Tymin wrote:
Yes, I think it makes sense. There are already a few ways for classes to keep one foot off the loot treadmill, at least for a while. I'm not sure if one more is all good or all bad or even the same category. A technomancer doesn't have to spend a dime on armor once they pick up junk armor and the cantrip (if they want..it falls off after level 9 I guess). A solarian or unarmed fighter or vanguard, as previously mentioned, is competent without investment. A qi adept doesn't need a gun. And a nanocyte only gets to have one item at a time at high level, regardless, so they're not completely divorced from spending. I guess that's why I'm curious about the intent. What's the problem that the class ability is trying to solve. Is it to be flexible (I'm not sure they succeed)? Is it to partially step off the loot train (definitely don't succeed IMO). Is it to be a loot sponge or another possible way to get value out of the bits of people your murderhobos leave behind (I don't think so?). I dunno. It's really hard to suggest 'this is a better way to get where you wanted to go' if I think you're driving to Canada and you're really heading for the south pole. ![]()
It seems that the intent is to try to encourage people to pick up a desirable thing, dust it, and then have it available on-demand, or as a semi-flexible thing. What bothers me so far is that the current writeup seems to encourage the nanocyte player to try to scarf up the highest-level undesirable item that the group finds and dust it, along with some extra money. Because if they don't, they won't be prepared to replace a major and minor form next level due to lack of investment. And sure, that's better for the player..he gets full value for the item (so to speak) rather than the 10% that resell would have brought in, but it still feels like a possible party stress point, as well as a possible money pit. 'What do you mean you want that too? You just took that other gun', 'well, yeah, but this one is worth 300 more credits and nobody wants it right?' I guess the question I would have is, 'what is the design intent behind trashing loot for bookkeeping?' Why is that strictly better than a simpler 'your nanites are constantly in action around you, converting dust, air, and bits of matter..including what you injest...into more nanites. You can cause the nanites to form an object you've learned (major/minor forms, etc)...' No bookkeeping other than the forms you know. It's likely that people will gravitate toward specific 'good' or 'best in class' forms, but honestly, they'll do it anyway. ![]()
rabidradioactiveraccoons wrote:
Eek, I apologize. I wasn't intending to imply anything :) I went back and reread it after because your comment left me curious if I had misread it. So, to the point, I feel like if we sat down and looked at how this might play out over the course of an AP you'd find yourself with a nanite pool that is bigger...maybe even WAY bigger.. than expected at any given level. Would it matter much? I don't know. That's why I suggested a cap. ![]()
rabidradioactiveraccoons wrote:
Is this a suggestion, or your reading of the rule, because that's not how I read the rule. It seems to indicate 'pick an item, dust it and up to 10% of its value worth of upbs and that becomes your new investment' ![]()
I didn't consider that you could lose your nanite investment. That's an interesting find. I considered that it seemed strange that there would be a dominant list of 'hey, give me that item so I can decompose it, it's the most expensive item in any book for this level' (which is probably a concern that isn't a big deal, but it still feels off). I would think that it would be more in line with a desirable scaling to have a table showing the maximum size of a nanite investment per level. Or a simple formula. So it doesn't matter if you are investing nothing but knives and shot pistols. It takes longer to fill your tank, but you still eventually get there. Either way the player is bookkeeping a separate wealth table. At least this way you're not looking for the best item all the time. ![]()
I agree with everything said here, and also would like to throw in the consistency of the embedded maps is pretty poor. Pulling out the university maps from Huskworld, as a specific and currently-relevant-to-me-example is a terrifically frustrating process. Thankfully I found a previous thread where someone mentioned villadelfia's image extractor. Unfortunately, even getting a clean source image provides no benefit to the VTT experience when the maps do not have consistently-sized squares. A cursory visual examination of the Huskworld pdf at 100% zoom, page 29, shows obvious issues with the compression used to include the maps in the PDF. The grid lines are inconsistent, and remain inconsistent when extracting the image. Trying to simply copy and paste the image gives you a very distorted copy as well. I'd love to add my voice to anyone asking for Paizo to release the raw map files in addition to the pdfs for people who've purchased the product. Either without gridlines, or uncompressed, or in some way VTT friendly. PLEASE. ![]()
As a GM, I feel like the Mechanic's ability Remote Hack isn't really taken into account well enough in the modules, or is written to be too open-ended. DS5 :
During DS5, for example, the players had been provided with a map of the installation they were in by O, and the mechanic simply moved to the end of the hallway and made his computer checks from outside the room to access the terminal where E could be imprisoned again. He set off all the countermeasures in advance, I ruled, locked the room down, and basically tossed three big shock grenades in the room prior to entering. I mean, it's a fair trade, but I doubt it was intended. I'm curious what level of agency and what forms of restriction other GMs and players have experienced with Remote Hack. I've considered requiring LOS or LOE to a target, or restricting by intervening material thickness, but I don't want the ability to feel useless either. As a side question, do later AP's do a better job of suggesting responses to potentially troublesome class abilities? Seriously, as written, there's nothing stopping a drone mechanic from climbing on top of most buildings and walking around the top remote hacking every computer and robot with impunity. It's like playing Watch Dogs, but better. ![]()
pithica42 wrote: It's easily the hardest fight of the campaign up to that point with a group of 4 at level 6. It potentially poisons every round and has solid hits that are all but automatic if anyone is in reach. But if you follow the 'during combat' it switches to bad tactics once it takes a couple hits, and if the party is all (or even mostly ranged) they have the potential to kite it or ping-pong it. Most of my party is only at a less than +9 to hit. It taking a couple of hits was, in fact, one of the hard parts. I feel like there is a level of basic optimization that my group is missing. They didn't even have the option to run away. The stupid thing was fast enough to run down anyone who tried unless they split up and sacrificed someone. :) ![]()
The Ragi wrote:
I learned about the radiation protection (nobody would be immune in my group) by watching a video of the fight from another group. Everything seemed to work against the group in this fight (let's also be real...the little map inset is ridiculous. I must have misread it because that 'hovel' was something like 90' across). The ellicoth was in melee range after its first move, essentially could not miss, and scored a crit on the second round of combat. Our solarian front liner went from 'this will be tough' to 'WTF mate!?' faster than I could even roll. Every single roll, from Trick Attack to Clever Attack, to hitting required above average luck to succeed at and you just can't expect above average luck for the duration of a fight like that. That's really why I'm curious about party comp. The fight felt excessively challenging for a group of 4 at level 6 (CR +3, with a fight immediately after) ![]()
Hmm wrote: The fight with the Ellicoth was particularly memorable, especially once the group learned about the sad history of Ellicoths on Eox. The fact that the Ellicoth had a 'garden' was especially poignant. It's been a few days, but would you mind sharing your party comp and how they approached the ellicoth? By the numbers, it LOOKS like an almost certain TPK. The radiation, high defense, and excessive attack rolls on the creature, in conjunction with soul rend, would seem to make it darn near unstoppable for a party of 4 level 6 characters. It would hit our heaviest armored, highest defense player on a... 3, I think? Everyone else is just a speedbump. ![]()
BadBird wrote:
You know, a few hundred years ago the obvious conclusion was that the earth was flat and the universe revolved around it. But when people actually started to analyze things it became apparent that wasn't the case. Maybe there's relevance to be found in bad analogies. But I suppose I need to check out this new book, if only to see if any of the new feat chains are worth the paper they are printed on. Frankly, when people think of feat chains it's difficult to not think of 'Combat Reflexes->Improved Disarm->Greater Disarm->Directed Disarm' or 'Combat Expertise->Spring Attack->Whirlwind Attack' Underwhelming. Overcosted. Nearly useless by the time you get them in the environments that forumites (at least) seem to play the game in. Also, none of which do a darn thing to increase a fighter's narrative scope. :) ![]()
The Sword wrote:
To this point, I agree with you I think. The Sword wrote:
I don't think that tracks. (with exceptions given for railroading and prison-break-style) The adventure that you're running doesn't suddenly make a caster less capable, or a martial more. The Sword wrote:
Good question. Can there be too much player agency? I mean, the GM is another player and he's got quite a bit of agency. :) Most of the player agency I see is small scale (but potentially large impact...teleport for example). That doesn't strike me as something that prevents a GM from having a plot. ![]()
GM 1990 wrote:
The entire game is built on the idea that the players have just as much narrative agency as the GM does. I'm pretty sure that every class has some ability, or at least access to some ability, that rewrites the rules or the narrative. In some cases drastically. 'This shot will add damage equal to how tough the creature I shoot is'
and so on. And if class abilities aren't enough, the resolution system explicitly gives narrative control of rolled effects to the person performing the action. Got a great roll? Sure, you get a bonus to your roll. Tell me why and that's part of the narrative now. I have never personally encountered another system that makes it so absolutely clear that it's not the GM's story. It's everyone's story. And everyone should have a part to play. ![]()
GM 1990 wrote:
In another game I play, there's a class with an ability called 'biggest fan' or something similar. The player of that character has the ability, once per session, to point to an npc and say 'hey, GM, that guy is one of my fans'. Now the GM is forced, by player agency, to respond to the change in story. Players of casters in pathfinder have that capability. 'Hey GM, I cast aqueous orb...that half of the room is underwater and the orb provides cover from everyone except these guys.' 'Hey GM, I charm him.' 'Hey GM, I cast pull out a couple of teleport scrolls that I made a week ago.' Players of fighters/rogues say 'oh, I get behind cover and shoot them'. 'I try to make a diplomacy roll...does a 23 do anything?' 'Is there a level 9 wizard in the area with teleport?' Any caster has vast potential to force the to GM respond. Martials have less of that potential. After all, which is easier to plan for? If you put a wall in front of a fighter, he has basically 6 options...go left, go right, climb up, dig down, go through, or go back. If you put the same wall in front of a caster, he has the same six options, except that any of his potential answers involves more potential sub responses. 'Go through' could be shapeshift into big thing and punch through, could be passwall, stone to mud, earth glide, teleport, and probably 3 dozen more things that I don't know or remember. Which is easier to plan for? Which is easier to deal with? The one that's harder has more narrative agency.
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