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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber. Organized Play Member. 42 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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krazmuze wrote:

But you cannot get rid of them because they are the intended counter to swingy critical ranges unbalancing the game. These are my simple changes to make them fit the narrative and not your playtimes.

Hero points are reset only after downtime. Makes sense as you stopped being a hero during downtime. If PCs want to blow their unused one crafting/working that is fine.

Good feedback all around, but I particularly like this idea!


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With Hero Points being awarded and discarded at the start (and end respectively) of each session, I was curious if anyone has altered this paradigm for shorter or longer play sessions?

For example, if a group is planning on a marathon 12 hour game session, I wonder if handing out 1 hero point at the start of the session puts them at a disadvantage over a group that plays a 4 hour session. Obviously the longer session gives PCs more opportunities to earn additional hero points, but the baseline "automatic" hero point handout changes considerably with the PCs in a group playing 4 hour sessions having a minimum of 3 times as many hero points over the course of that block of time.

On the opposite side, my group typically plays 2 hour sessions and I worry that that a "Get out of death free" card every single session will take a lot of the threat out of the game as there's only so many combats you could get into in 2 hours.

Just generally curious if anyone has made adjustments and if so how that went?


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That said, my eyes just bugged out of my head as I look at my order history. I know there was talk about shipping being higher on Legendary Adventures but I was NOT expecting a $70 shipping charge for a booster brick.

This destroys my budget. REALLY displeased by this. I would have purchased this elsewhere if I had realized that.


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I'm also in the same "no email, but is showing in order history" boat


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Thanks for the explanation Diego. That was not my understanding based on what I had heard from others, but now I know and I appreciate the clarification.

Thank you


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I wish that were it, but I had already done that. Thanks though!


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I know the CS team has been quite busy, but I posted 2 weeks ago with no response. Hopefully, this will actually be noticed.

When my August subscription order spawned, I realized how close it was to qualifying for free shipping so I placed an order (7945991) to ship with that subscription order but quickly realized it would not put the order over the $100 threshold. So I placed a second order (8086994) and asked that the first order be canceled.

2 weeks later, the first order has not been canceled and the second order did not ship with my subscription, with both still sitting in my sidecart.

In addition, because of my subscriptions, I am supposed to receive the PFS scenarios, and I don't have access to those either.

Please help!


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Please cancel this order if possible.

I was attempting to get my subscription order up over $100 to take advantage of the shipping discount and this didn't quite get it done so I placed an order for a different item afterwards to accomplish said task.

Thank you!


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David knott 242 wrote:

Interesting -- I actually suggested to my GM that he consider introducing PF2 style hero points into our PF1 game.

I recently did this and am quite happy with the results.

My issue with hero points in PF1 (and I suspect this was why the devs changed it) is that no one used a hero point unless they had 3. Everyone saved them to protect themselves from dying.

What I love about the 2E system is that it's the opposite. It disincentives you from hoarding them.

"Oh, didn't use those for re-rolls? Well now you're on the precipice of dying so its going to cost you all of your Hero Points.

In addition, I'm playing with 2 players new to PF and the simplification of what Hero Points did was appreciated by them. (They couldn't keep up with +8 before a roll, but +4 after a roll. etc etc)


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Bardic Dave wrote:

Think of it like this:

The MAP for a regular weapon is -5 per additional attack: 0 – 5 – 5 = –10
The MAP for an agile weapon is -4 per additional attack: 0 – 4 – 4 = –8

Does that help?

Actually it does. Even though I understood in my head how it gets to the disparity between the -10 and the -8, seeing it written out was the "aha!" moment.

Move along folks. Nothing more to see here....


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I think the disconnect for me is that because the penalty on the 3rd attack is 2 less it feels as if the third attack is more effective than the 2nd attack compared to a character with a non-agile weapon.

Not saying this is a problem at all. Or that I disagree with how the rule works. I suppose I was just wondering if anyone else had to stop and scratch their head for a moment at this.


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Agile weapons:

Core Rulebook pg. 282 wrote:
The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

All things being equal - while welding an agile weapon, a character has a 5% greater chance to hit with a second attack than a character wielding a non-agile weapon. This makes sense. It is agile after all, so it should be easier to attack multiple times with.

However, on a third attack a character has a 10% greater chance to hit than a character wielding a non-agile weapon. This seems odd to me. It feels like agile weapons should just have a penalty of 1 less on any attack after the first (ie: -4 and then -9).

Anyone else?


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Thank you Sam!


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coyotegospel wrote:

Hello CS Team-

Just got a shipping notification for this order (Yay!), but I don't see the Paizo Advantage discount applied, which I believe I should qualify for (subscriptions for Pathfinder Rulebook, Pathfinder Adventure Path, Pathfinder Lost Omens, Starfinder Roleplaying Game).

Thanks and stay sane during this launch and the run-up to GenCon!

To clarify - Age of Ashes vol 1 was discounted but not the CRB or Bestiary.


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Hello CS Team-

Just got a shipping notification for this order (Yay!), but I don't see the Paizo Advantage discount applied, which I believe I should qualify for (subscriptions for Pathfinder Rulebook, Pathfinder Adventure Path, Pathfinder Lost Omens, Starfinder Roleplaying Game).

Thanks and stay sane during this launch and the run-up to GenCon!


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Rei Ko wrote:
Blog is up now! Thank you for your patience!

Woohoo! Thanks!


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Elorebaen wrote:
Some preview blogs are nice, but seriously a TON of information about the new system has been revealed and discussed ad nauseam for months now. Besides actually getting the book itself, there isn’t much left to preview.

Agree and disagree. As I mentioned in my initial post, we have gotten a ton of information, which is great!

That said, not everyone is as well informed as everyone in the forums. For example, some of my players haven't kept up with any of the info. And I'd love to be able to start encouraging them to check out the generalities of P2.

As Jason Bulmahn said in the post quoted above, the previews are going to be going back to square one and discussing what P2 is all about. Which is exactly what I'm hoping to see for that very reason.

Just my two cents! Looking forward to whatever we do get!


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Has there been any more word on when/if we'll be seeing some of these? I was hoping last Monday's (broad, yet lacking depth) "First Look" blog was going to be the start of some weekly reveals.

I know that between PaizoCon and info on the forums we've heard a lot of information about how things have evolved since the playtest, but I'm surprised by the lack of more formal previews now that release is less than a month away.


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Thank you Sam!


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Hello,
Can you please remove the following from my sidecart? I would like my subscriptions to start with the 2nd edition products.

Pathfinder Campaign Setting: Druma, Profit and Prophecy
Pathfinder Adventure Path #144: Midwives to Death (Tyrant's Grasp 6 of 6)

Thank you!


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Thank you for your help Katina!


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Thank you!


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Tridus wrote:
coyotegospel wrote:

Overall, this sounds like a really solid step (leap arguably) in a better direction.

However, with resonance being treated in this manner it seems unnecessary to even refer to them as Resonance Points. The Resonance rule could simple be: "You may never wear more than 10 items with the invested trait at once."

No reason to even think of it as a "pool" in that regard (IMO).

It's a bit different than that. In my current 1e game, we regularly swap out Necklaces of Adaptation for another necklace when we don't need the Adaptation effect.

With how these rules are written, doing that would cost two resonance, because the item has to be invested to work. So at the start of the day, you decide which 10 invested items you will be using that day.

If you're not swapping items in and out over the day you won't notice a difference, but that is what changes having it how it works now vs simply "you can wear 10 items at one time." Maybe that edge case isn't worth having a pool for it, I don't know. :)

Fair enough :)

I was admittedly oversimplifying a little bit. The rule would need another sentence or two to say something along the lines of [very rough wording to follow] "If at any point during the day you are wearing 10 items with the invested trait, you may not gain the benefits of another item with the invested trait even if one is removed before the end of the day."

That essentially accomplishes the same thing of keeping it as a "pool" but without overtly letting people know they have a separate pool to track, which to me would be a semantic win.


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Overall, this sounds like a really solid step (leap arguably) in a better direction.

However, with resonance being treated in this manner it seems unnecessary to even refer to them as Resonance Points. The Resonance rule could simple be: "You may never wear more than 10 items with the invested trait at once."

No reason to even think of it as a "pool" in that regard (IMO).


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Jim Sharples wrote:

It went well at first, taking her through the various ability bits, the choosing feats for ancestry (elf). Despite the annoyances of jumping back and forth for the feats and overview, then off to spells to learn lay on hands (rather than be written in the class), working out the weapon property options for righteous ally, we were going well until we got to one of the class feat choices, which stated something along the lines of “lay of hands loses the manipulate trait”.

She looked at me and asked “what the hell does that even mean?”. No idea, probably something related to attacks of opportunity was my guess. I wasn’t even sure where to go looking.

One of the perks of a rules PDF (and I'm attempting to be helpful, not a smartass as I realize this could mistakenly be taken that way) is that you can Ctrl+F to search the document rather than randomly looking for a rule.

Unfortunately in this case, looking for "Manipulate" pulls up every spell/feat/etc with the trait, but still, I pulled together the following info in just a few minutes (including taking the time to type this).

So for some clarification on what that feat means, certain conditions have penalties or straight up won't allow actions with the Manipulate trait. For example...

* When Drowning or Suffocating, using a Manipulate action causes you to lose air faster.

* If you are Entangled or Grabbed, Manipulate actions are not automatic and require a check.

* If you are Restrained you cannot attempt a Manipulate action (which makes sense)

* Certain spell effects also seem to prevent these actions as well.

So being able to Lay on Hands under those conditions is actually kind of cool! You're captured and restrained but the Paladin needs to Lay on Hands? No problem!

At any rate, none of this solves your root point which is that there seems to be some bulk to things that could (and will) irritate some players/potential players. But hopefully this helps out anyone else confused by this issue.


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There will be plenty of people combing through the rules and offering their commentary there so I wanted to take a different approach and discuss the layout of the book. As a graphic designer (and not a professional game designer), I thought my feedback in that area would be more helpful than trying to direct rules changes.

Below is a list of initial impressions I jotted down as I skimmed through the book. Some are may not be well thought out, and some might just be down-right arguing for aesthetics over practicality. Keep in mind this is just one man’s opinion(s), and while I recognize that Paizo isn't exactly asking for input along these lines I do think feedback on this end could also contribute to improvements to the final result of Pathfinder 2.0.

Also, this might seem like I’m more critical than I am. In general I think the playtest rulebook looks great. I just think there’s room for improvement to a lot of the (for lack of a better term) “legacy” approach to the layout in general.

The Good
* The artwork, obviously, is gorgeous

* The character sheet looks great.

* The first page for each ancestry. I love the simplicity of this layout. All of the important game related info in a sidebar with the “fluff” on the other side. Just great.

* Class layouts - the “splash page” with the large artwork is great visual inspiration for what that class embodies and certainly worth the space it takes up even if it less practical then the class layouts for 1st edition where the text could flow around the image of the iconic.

* Class layouts pt 2 - the second page is also great design with the sidebar pulling the big picture info away from the details.

* Class layouts pt 3 - can’t say enough about how these are presented. They each feel like their own section as they should. One of the worst parts about 1st edition (which most game books suffer from) is how rules for a class would just randomly start 2/3s of the way down a page where the prior classes rules ended (For a particularly egregious example of this, reference 1st edition Core Rulebook pg 38. This type of creativity in the layout should be utilized more often throughout the book (more thoughts on this below)

* Class Feats pt 1 - Glad these were listed by level instead of alphabetically with all levels mixed in (ala: spell lists (though I understand why those are listed the way they are)).

The So-so
* I’m not sold on the symbols for actions. It seems like a solution in search of a problem. I don’t see how this is an improvement over “Action: Do this….” or “Action 2: Do this….”

* Class layouts pt 4 - the class advancement table seems to get lost. Especially after the 2-page class introduction spread. I feel that more attention needs to be called to this somehow. Even though it doesn’t contain as much info as the level tables of first edition it still feels like it should span the width of the page as those did rather than be constrained into the column of test (though I suspect a lot of that decision was a space-saving measure - the space taken up by the 2-page initial spread for each class has to be made up for somewhere.

* Class Feats pt 2 - Not sure that the sidebar which lists all of the class feats alphabetically and shows what level they are is necessary. I can’t see myself referencing that often if at all.

* Equipment chapter. This is very similar to how these chapters have been laid out for edition after edition. Not sure how it could be improved without really ruminating on it, but this has always felt unwieldy and cumbersome to go through.

The Bad
* This is a pet-peeve of mine of RPG books in general and I largely understand the enormous pain in the ass this would be to adjust (not to mention the ripple effect it would have to page count if undertaken over the course of the whole book), but it is incredibly irritating when a specific rule starts on one page (or column even) and is continued on the next. I’m not talking about paragraphs of text, but when a feat whose explanation is, say, 5 sentences long, and 3 are in one column and 2 are in the other (example that staring at at the moment - Attack of Opportunity on pg. 109. But more egregious to me is Shining Oath on the prior page)

* The placement of Traits in a left-justified bubble that indents the text that it interrupts. Yuck. In the final rulebook, please right-justify these so they do not impede the text. The is an eye-sore.

* Table 1-3: The Nine Alignments — the vertical alignments of Lawful, Neutral and Chaotic are driving me nuts. They should be vertically centered inside of that cell instead of aligned to the top. While we’re at it (and I recognize this is most likely a space saving measure) but since the point of this grid is to see how the two parts of your alignment come together as a 3x3 grid, this would be much more aesthetically pleasing if the chart was actually square (ie-the cell’s height was the same as their width). Right now it just looks like a mess.

* Feat presentation. Similar to my disdain for trait bubbles interrupting the text justification, I don’t like how the action symbols (more thoughts on those below), interrupt the justification of the feat names. I understand why this was done, but aesthetically it feels off. From a pure aesthetics perspective, it should be FEAT NAME and then SYMBOL

* Tables 3-9 and 3-10 Cleric dieties and domains. These are just a mess of information. Because I’m moving through this quickly to just down initial impressions I don’t have a suggestion for improving (especially because its a lot of information to present and you can’t just cut any of it to make it look nicer), but these are an eyesore, like someone vomited words onto a page (not that similar tables in 1st edition were any better)

* Table 3-15: Monk Attacks. The placement of this feels so random. Why is it after Tiger Stance but before Wolf Stance? Why Not Crane Stance or Dragon Stance? Or at the end of the section? Of even better - a sidebar since it details rules that are spread throughout the section

* Table 4-2 Skils. See comments about Tables 3-9 and 3-10 above

* Skill listings in general. Now that there are less skills than in the prior edition, it would be great if each skill and its accompanying options were presented on a single page (2 if necessary) similar to how Ancestries are presented (or the aforementioned 2 page spread for each class). This would make finding the necessary rules much easier not to mention break up the walls of text after text after text that these types of chapters have been in the past (and continue to be at the moment). You guys got creative with out Ancestries and Classes were presented - let’s do that across the board! Get rid of the legacy layout thinking that has been with us for several editions!

* Table 5-1 Feats. This will be the last time I bring up this criticism (and again, without really thinking about it, I’m not sure of a better way to present this information), but more tables that are eyesores.

* Spell lists. See my comment about text relating to one rules element flowing into another column. I’d rather see distinct columns for each spell level rather than a continuous flow of text. Again, I recognize this results in blank space and adds to page count so its unlikely to happen. But it would present itself much nicer if this was done throughout the book. At the very least, section off the spell lists so that the Devine Spell List doesn’t start 2/3s of the way down the page after the last bit of arcane spells. Reformat so each spell list takes up a 2 page spread with a header across the top that says what spell list it is. That would look 10 times better with minimal effort. (Occult and Primal could probably fit on 1 page each.

* Spell descriptions. This is the culmination of a lot of previous criticism so I won’t repeat again. And also from a practicality standpoint there’s probably no better way to present this info, but I’ve always hated the encyclopedic feel of spell list chapters.

* Archetypes. Please give each one it’s own page so it is presented like a scaled down version of how classes are presented! (See comments on skill listings above)

* Calculating results table on page 292. As mentioned previously, vertical centering is your friend.

* At Deaths Door sidebar on pg 296. This feels like it should be offset more to draw more attention to it so it can be found quickly when someone is scanning the rules for the specifics like with other sidebars.


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To echo what others have said, this is disappointing news. However, kudos to Paizo. It seems to me that they are doing everything in their power to fix a problem that was not caused by them. And this is a generous response, IMO.

I understand those who prefer the physical books to PDFs (I want both, which is why I preordered!), but let's put it in perspective — we've waited months since this was announced, we can all wait a few more days for our physical books.


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Thanks Diego!
I just received that email. I appreciate your help!


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Figured out how to update payment method for my subscription, but still unsure how to do so for my pending order.

Thanks!


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I currently have an expired card set as the payment method for a subscription and would like to update it, however after adding my updated card I can't seem to find a way to change the payment for that subscription.

Secondarily, I have a pending order (woohoo Pathfinder Playtest!) that I would also like to update to the new card, but am unable to figure out how to do so.

Please help!


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Joe M. wrote:
coyotegospel wrote:
Joe M. wrote:

We have:

Ancestry: 3 ability boosts (2 set, 1 free), 1 ability flaw**
Background: 2 ability boosts (1 set, 1 free)
Class: 1 ability boost (set)

So in PF2, creating a character will be as "easy as A, B, C".

Terrible pun, I know (actually arguably not a pun at all). That said, I do find it hard to believe that its a coincidence that the building blocks for a character can be abbreviated as such.

In an interview, Jason mentioned this as unintentional at first but a happy coincidence. I think it was the interview I linked in the first few posts of this thread.

That’s what I get for not paying more attention. I’ll have to check that out. Thanks for the info!


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Joe M. wrote:

We have:

Ancestry: 3 ability boosts (2 set, 1 free), 1 ability flaw**
Background: 2 ability boosts (1 set, 1 free)
Class: 1 ability boost (set)

So in PF2, creating a character will be as "easy as A, B, C".

Terrible pun, I know (actually arguably not a pun at all). That said, I do find it hard to believe that its a coincidence that the building blocks for a character can be abbreviated as such.


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A member of Paizo's excellent customer service staff will be able to give a far better answer than I, but generally speaking, Paizo doesn't want to undercut all of the game stores and other retailers that support Pathfinder/Starfinder/Etc. and thus sell products at the same price they suggest retailers sell at.

Amazon, on the other other hand, not only doesn't care about undercutting retailers, but actively wants to do so in a bid to become the world's one stop shop.

This last bit is just my personal opinion, but yes, one can get products cheaper than one can through a retailer or directly through Paizo, but in so doing, one could argue that it is not supporting the community that has allowed the game to thrive in the first place.


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I've got Navasi, Iseph, and Obozaya. I've been putting off Quig, Altronus and Raia for the moment because I think they will make my brain hurt. Obviously, can't really do anything with Keskodai without that letter.

But overall this is quite fun!


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Wheldrake wrote:

I recently shared some views of my RotRL campaign at Thistletop, with Dwarven Forge. Really, once you've started using 3D terrain, there's no going back. Here are some views:

Thistletop as seen by a passing harpy.

Gogmurt's throne room, with the adventurers just about to spoil the party, behind the door on the upper right).

A bird's eye view from the coast, showing the bramble maze and the natural land bridge I used to replace the suspension bridge that I never got round to making.

Wow! That looks awesome!

Makes me wish I had started by Dwarven Forge buying spree much earlier in the campaign. Sadly my first use wasn't until Fort Rannick (and it was unpainted and boring at that point).


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Thanks for the kind words all!

I will try to dig up some additional photos of how the battle went (once the fight started I didn't take too many as I didn't want to slow down the pace)

TwoWolves wrote:
That looks awesome! I have DF tiles, enough to try this, but is this to scale? I realize the baddies are, well epic-sized, but it seems cramped. Also, where did you get the throne?

It is very close to scale although some parts are slightly larger and some slightly smaller (example, the staircase up from the starting platform should be 15 ft wide, but because of the Dwarven Forge tiles being 2" x 2", it ends up being 4" wide/20 ft. Etc Etc.

Here is a an overlay showing how I plotted out the tiles to make it as close to the map as possible.

Also, the throne came from Thomarillion.de


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Tomorrow I run my players through the final showdown with Karzoug.

While I'm an infrequent poster, over the course of this campaign the insights and discussions on this board have been a great help and inspiration, so thank you to all who have contributed.

Here's hoping this provides a little inspiration for other GMs:
I just finished building the stage for the encounter with some styrofoam and (a lot of) Dwarven Forge. Wanted to share the photos for anyone who was curious:

Eye of Avarice photos

(I had to take some liberties due to the size of the tiles, but it is fairly true to the original map.)


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I'm much more of a forum reader than poster, so thanks to everyone who has shared input on the topic so far - lots of good food for thought here.

After giving it some additional thought myself (and reading everyone else's thoughts) I think for me, personally, what bothers me is that I put a lot of preparation into each game session (as do most GMs). I thoroughly enjoy that part. The *actual* running of the game, I don't enjoy as much.

Where I derive my enjoyment (from that aspect of the game) is watching my players enjoying themselves. If they're having a great time then it makes all of the preparation, all of the time/money spent on various things to enhance the game/etc worthwhile. I like knowing they are having fun. When I'm on the other side of the GM's screen, I like to think the GM is thinking the same thing (sadly, not always true, but I digress....).

Point is, I can't expect my players to want to enjoy the game in the same way that I would in their shoes. Where I want to be surprised by the twists and turns of the story, maybe someone else doesn't. So if they are enjoying the game the way that they choose to enjoy it (even if it makes sense to me) then so be it - as long as it isn't detracting from others' enjoyment (hasn't seemed to yet) - as long as everyone is enjoying themselves.

So for the time being I plan to let it go, I think.*

*(reserves right to completely change mind based on how things go during this Sunday's game session)


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Zhayne wrote:
Away from game: "(Name), you're cheating. I know damn well you're reading ahead in the AP. Stop it, or you will not be participating in the rest of it. Only warning."

That would be the direct and easy solution. Problem is I know him too well and for too long and am nearly certain he'd deny it which would result in an unnecessary argument over an RPG -thus I'm hoping for a creative solution. Definitely appreciate the input though.

Hardwool wrote:
If you can afford the extra time, let him learn the hard way and change things here and there. Crunch can be easily replaced and refluffed.

Did that once today where he expected something and and I told him that was not the case to test his reaction which was... telling. (That was the point at which I tried to get confirmation of someone seeing the book open on his screen).

Might be the easiest solution - change enough to the point where he thinks the info he has is unreliable and stops reading it. Let it solve itself.


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Background: I normally run completely home-brewed campaigns (only important as it explains why this has never been an issue for me in the past). This time around I decided to run the ROTRL AP as I don't have the time I would want to invest to write something completely from scratch.

Problem: A player in my group realized that the AP we were playing through was ROTRL (normally this wouldn't be something you'd feel the need to keep secret from your players, but, I had an inkling he would read ahead and find out what to do/how to solve puzzles/etc, so I kept it to myself).

I had a feeling that he had put a PDF of the ROTRL Anniversary Edition on his iPad and was consulting it for hints as we were playing. I asked another player to keep their eyes open for that and had it confirmed in a game session today that it is indeed what he is doing.

I'm a little torn on how to handle the situation. On one hand, I feel like it sucks a lot of the fun of the game out for the whole group if a player is "spoiled" on what is around the corner. On the other hand I feel like if he wants to ruin it for himself, he can and the rest of the group can still enjoy the campaign.

Definitely open to any advice on how to handle the situation. It's exceptionally frustrating when I see a player acting completely out of character because they know something that the rest of the party doesn't know yet.

Any other GMs experience a similar scenario?