Scrapwall Fanatic

bycot's page

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 49 posts (54 including aliases). 2 reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.



Sign in to create or edit a product review.

Comes with 1 less character

*( )( )( )( )

I enjoy the class decks (My first purchase was the Cleric deck) and I have to say I'm fairly disappointed that with the new selection of class decks they reduced the total number of characters that come with the class deck.

In the original selection (Bard, Cleric, Fighter, Ranger, Rogue, Sorcerer, and Wizard) you got 3 new characters and the Iconic. This Paladin deck came with 2 new characters instead and the Iconic, Seelah.


Our Price: $3.99

Add to Cart

Too dependent on your GM style

*( )( )( )( )

So last night our table wiped on this module, and while the module is difficult I blame it more on the encounters being a way too complex and relying too heavily on "GM style." Our GM was stingy on Spellcraft checks, often not even letting us make the rolls, and without gaining the knowledge we needed we were doomed to failure since the module is so dependent on the players learning everything before hand. Also he went off tactics (He obviously read the forums for "guidance" on how to up the difficult even though we didn't want to up the difficulty) and killed a player in the very first round of combat on the first encounter.

Starting the module off with a "Save or die" with no way to get a resurrection is against the spirit of why PFS was created in the first place. We basically had a player sit down and play for 10 minutes, then go home because he had nothing else he could do.


Our Price: $3.99

Add to Cart

Lazy combat design

*( )( )( )( )

I'm not sure if this was because of the GM or how it was written, but basically 75% of the encounters were ambush encounters where the enemies suddenly popped up around us and we were attacked like fish in a barrel. Only a single Map was used (The Market) and because of us being completely surrounded at the start of every combat, we were always scrambling just to keep everyone alive. This caused combat to become very long, drawn out, and frankly not fun.

If the combats were in fact written that way then it's a sign of immature or elementary combat design. 1 ambush encounter a module is fine, keeps the players on their toes, but if every combat is an ambush encounter then the players just feel abused and like they have no control in the game. I hope the writer matures a little and weaves combat into their future modules more naturally.