I started GMing org play as I wanted to ease the burden of the regular GM at my lodge, it helped that I was a home-game GM beforehands for a long time. As an Organizer I asked a lot of my regular players if they were interested. For weekly games I offer providing a repeatable scenario they played at my table with me as a player to help them if they have problems. If possible I seed that table with some of the easy players/helpful ones (and ask them to not use their weirdest chars)
As the capstoneraceboons of APs seem to just want to "limit" the boon to players who completed the AP why not allow double dipping for them and change the future versions with:
I think their intent is different from preventing someone to check a box on a skittermander and a pathra boon at the same time.
The problem is, that creatures whose only "unique" thing is the name they got get the unique tag, which causes problems with abilities that rely on recall knowledge. PF2 also still has the old recall knowlegde problem of:
Well it would be nice if the solution to the 3-player table would be something that is not a hardmode, as this leaves the players in a bind, if they are not that comfortable with the extra challange:
Michael Sayre wrote:
Sry Michael this is just wrong. First there are no major conventions with the highest scaling in continental europe as of now, second there was a very big benefit of doing multiple smaller conventions in the old system that is no longer in the new system. (For example in 2018 I got over 12 race boons for running around 24 tables at conventions. Which is not possible in the new system) So while I like the new system this is just not true as the system is massively worse for GMs attending multiple conventions (remember running 1 slot at a convention gets you an PF1/SFS race boon).One upside I can see with the prices that an regular PLAYER gets enough ACP per season to get all his characters as raceboon characters if he does not purchase anything else (with an equivalentof 30 scenarios per season you gain 120 ACP from just playing everything -> and you will have mostly 1 "main" character per season as this puts the character into the "semi-retirenment" range of level 11+.
BigNorseWolf wrote:
While this is formulated harshly the statistical truth still stands, if you have to make three consecutive checks to achieve something, even if you can make the check on a 5 you still have nearly a 50% (0.8*0.8*0.8=.512=51,2% success chance). NOT STARFINDER: There were some very, very bad cases with this in Pathfinder 1, especially if you encountered multiple enemies with a passive AOE-effect like Auras that made the encounter exponentially more difficult. For example in the lowtier the enemies were 3 mummies (3 DC 16 Will Saves to not be paralyzed) while in the hightier there were 8 (which lead to a lot of very nasty situations)This example shows that repeating (or a lot/everyone must succeed) checks are statistically far more difficult even if the bar is set very low. Additionally these situations might work somewhat in lv 1-4 scenarios where untrained characters can roll but in higher level scenarios you can get an auto fail if you require everyone to roll (for example the party has 1 specialist). I recently got a LOT of complaints from some of my players that computers is very harshly penalized in this way, as you have to do the same computers DC (except the few “here is the keycard/password reminder”) than the engineering check for the same result in a lot of cases, but for computers you often need to do 2 to 3 checks to get the same result you would have gotten with one engineering check. Lau Bannenberg wrote:
I think this is the most important part, if the pregens cannot succeed with a reasonable chance of success we will alienate players. Especially if you have weekly/biweekly tables even the newer players will play everything and will play pregens in the high subtiers, so they should not feel like dead weight. A solution for this would be to balance the success rate (for primary/secondary mission relevant checks) for characters with average attributes (in the 12-14 range for 1-4, 14-16 in 5-9 and 16-18 in 10+) with full skill ranks (and maybe the Class skill bonus but not the Bonus you get from your class (as not everyone gets it) or skill focus (this should make you better and not be needed to keep up))This is especially important as you can not guarantee everyone plays a class that gets a class bonus at all (soldier) or in the skills that are relevant for the mission. If the check is just for flavor/background/foreshadowing/reducing avoiding (reasonable) damage you can do something that challenges the specialists to reward them.
Well of the goblins I had at my table 2 were pyromanics that got an infamy warning during the session and one was a "mechanical character" so the race was choosen for purely mechanical reasons and did not come into play. I still think it was a BIG mistake to make goblins player characters without a lot and well written in world reasons as to why they are no longer kill on sight. It does not help that my first contact with Goblins in Pathfinder was Rise of the Runelords 1 aka "Why we have to kill goblins".
It might be the local metagame but all our powergames seem to have no problems in spaceship combat: It helps tremendously that our local meta depends largely on unsing Longarms on everyone but the operative so everyone can at least be a decent gunner as they will have maxxed or near maxxed DEX. It also "helps" that the class most players view as the "strongest", the operative, has to actively try to be bad in spaceshipcombat as most operatives will have DEX maxxed and most of them will also have ranks in engeneering and computers. But after a game with newer players yesterday I completely agree that a "starhip" part of a character and/or pregensheet would help a lot with explaining what to roll and especially where to find it. Quote: Thursty, have you though about changing scenario design so that starship combat might be the best option but not the only option for the players. (Starship encounters seem to take less then a page of space so scenario word count wouldn't be a big issue). Please do NOT do this, this will not only mess up the slot time most of the time but it will also lead to toxic discussions between the players who like Starship combat (and might have invested quite a bit into it) and those who hate it. Additionally as a GM those "choose 1 of 2 encounters tend to be double the work for next to no benefit.
For me the archetype has the very big problem of being dippable: For a 1 level dip you get:
So the Archetype might be fine if taken single classed (But I still think Petals on the wind should be banned and Graceful Warrior should not unlock the additional weapons for finessability) it is too problematic if it is dipped, as the level 1 flourishes have some options that are too strong for some other classes to use.
Quote: I've seen PFS Legal archetypes get completely broken. This does not mean that new problematic stuff should be added in. I personally see a big problem for the archetype in petal on the winds and its possible rammifications especially with creative use of "foe". But I do not know why it was banned but I can see this, or the fact that this archetype is one of the best dips for certain builds, as a reason for it.
The point is that in our area the only ones using small arms are operatives, everyone else is getting longarm acess as smallarms do no damage. At level 10 you will most likely have a 2d10 (average 21 damage)Energy weapon. This deals as much damage per shot (fullattacks are a good option if you get even 1 debuff on the enemy)
Both characters are assumed to have 20 or 22 in the main attribute (Dex/Wis -> a lot of players seem to favor Dex over their casting stat on their second caster), the "shooter" has Longarm Proficiency, versatile specialisation and weapon focus (longarm). The caster has Spell focus and (for the ease of math) Spell penetration and Greater spell Penetration which lets him (for this example) ignore Spell resistance. The weapon I used is the LFD sonic rifle, a weapon which will rarely be resisted but there will be stronger options if you just want the damage.
Compared to that the Mind Thrust will have a DC of: 10 (Base) + 5/6 (Wisdom) + 1 Spellfocus + 2/3/4 (Spellevel). This leads to a maximum DC of 21/20/19. This leads to an average damage of Mt4 (38.5 Slightly higher than a fulltattack), Mt3 (25.98 LESS than a fulltack), Mt2 (14.3 Less than even a single attack.) And you will be completely useless against anything immune to mind affecting damage.
Bob at least here in Europe some conventions you would call "small" are also the only cons in the nation where specials CAN be offered. So even "small" events lead to long distance travel if you look outside of the US. For our big convention we have regulary players from multiple countries as this is one of the very few events that can offer specials in continental Europe. And the Gencon boons are causing a bad divide between the communities because if you happen to live on one of the other 6 continents your chance of getting one without going to spend a 4-Digit ammount is miniscule.
While I am a big fan of everything that requires me to fill out less, purely online chronicles have one BIG downside: A lot of conventions have shaky or no internet connection so they are worthless as a only solution as players will not be able to access the chronicle immediately. (And a lot of players will play more than one scenario per convention.)
Regarding the boons, could we please adress the other elephant in the room? Can we please get rid of boons that are completely unobtainable for 95% of the playerbase. With this I sepcifically mean the GenCon exclusive boons as these are boons that will almost never make it to the players outside of America. For slotted boons: While I somewhat like Starfinders approach it got diluted extremely fast as over 50% of all boons are slotless or "This might be relevant sometimes -> and the relevance was sometimes so low that we would have been better of slotting another boon but as we did not know the consequences we were not able to make an informed decission.
After thinking about it for a night (and reading the Module to GM it) I can see a glaring problem: The enemy to hit is too high. It seems like they used the same formula for starfinder (enemies hit very good) but they forgot to also lower their defenses to compensate it. The biggest offender was the goblin commando encounter, the enemies are having a BETTER to hit than any character could possibly achieve but their defense is also comparable. So it realy feels like the odds are stacked against the PCs. The best AC we had was a 18 (from the fighter) and he was hit on AT LEAST a 12 from every enemy in the whole dungeon, the animal companion with its 12 AC had it worse as everything could CRIT it at least on a 16, some enemies even on a 12 (one enemy in its best turn even on a 10). Maybe a solution would be to drop the enemy to hit down a bit as with the current numbers there is never a reason NOT to triple attack if you have the chance to it.
I just finished playing Doomsday Dawn 1 (The Lost Star) and as the Survey is not online (yet) available, here is my feedback. Party Composition:
Spoiler:
Goblin Rogue (meele) (me)
Druid (Animal Companion) Cleric (meele focused Cleric) Fighter (Archer) We finished the adventure in around 6 hours (real time) and 2 days (ingame time). The combats all felt very random and disappointing, there was no real difference in the to hit between the characters so it only mattered if we rolled good. (The druid and cleric had a +4, the rogue had a +5 and the fighter a +6) The actions of all characters were also the same as most rounds were Stride/Strike/Strike or Strike/Strike/Strike, with only the druid deviating as he used mostly Stride/Strike/Command or Cast or heal Animal/Command. So all classes played the same and there was no noticeable difference. This carried over to the skills where there was no notable difference between the characters, as all had skillboni between -2 and +5 (and the skills the characters rolled were in between +3 and +5) All the casters complained about that they had far too few spells, especially as taking a healing option felt forced as there is not a real option to buy healing at this level. Even with 2 characters capable of healing someone went down in every encounter (except in A3 and A10)[in total we had at least 10 cases of players down]. The characters felt extremely fragile as nearly all enemies hit us on a 10 or 11, with a lot of them hitting even better. The worst experience had the druid whose animal companion had a 25% chance to be critted by the initial encounter and be instantly downed by it (which happened). This was not helped with the fact that nearly every encounter was a bottleneck encounter as there was next to no room to maneuver. The consensus was that the experience was far worse than the low level experinece in Pathfinder 1 (and this comes from a player who does not really like low level Pathfinder 1)
Quote: People may have differing opinions on my interpretation, but until the OPM tells me otherwise, I will continue to act in the manner and good faith I always have, as it has served me and my community quite well. While I will not say that this is a problem in your case (I have next to no contact to your region) I am a firm believer in the philosophy that rules are not made for the "good" people to break. They have to apply to everyone. I already saw a region on the verge of collapsing because one VO thaught he did so much good for the region in the past that he could decide what course of action would be best for it (as long as noone told him otherwise) He often would use the words "VC-privilege" to describe his "reasoning" on why stuff was handled the way it was and I have seen the damage a individual with this way of handling his region can have. We need the WRITTEN rules to apply to everyone because not only gives this everyone a chance to understand what he is in for but also protects everyone from a "bad" superior officer. One of the best things that came out of the restructuring of the VO-corps back when Tonya took over from Mike was that we now HAD definitions on what it meant to be an VO. Quote: Act as the third step in conflict resolution process, working with VCs to resolve community issues utilizing established guidelines. Up channel any issue that cannot be resolved to the OPC. While I agree that this establishes a chain of command this only exists in the area of resolving issues. Also where are the established guidlines to resolving these issues? Quote: I’m sure I would be, but I appauld Michael’s decision to continue to be a leader in the community, to organize, to GM, to play. That is what makes all the difference to his community, not some badge on his shirt. For that, Michael has my respect. I have to completely agree -> Michael does deserve our respect for that. But if he still does the work of an VO why should he not stay one?
Quote: We’re still in the middle of major convention season, with Origins this week and Gen Con about 8 weeks away. Mark could you please post a time of year where we COULD discuss some of these matters? Because as I see it we go from convention season to "cooldown after con season" to holiday season to preparation for the next convention season.Quote: Admittedly, that is not expressly listed in the Guide or in the NDA, but I have expressed this concept to my VO team and explained on numerous occasions my ideas on the philosophy of chain-of-command and the escalation process to the VCs. Bob it is nice that your region has a procedure like this but could you please post the paragraph of the OPF contract or the written and to VO available source of your confidence that an RVC has the right to do this and the VC have to follow this? After Sebastians post I reviewed all materials available to me and I could not find a single point that gives the RVC more powers to order (Weisungsbefugnisse) the VCs or VLs except for the following:Discuss local Growth/Local problems (See the emphasis on discuss) Compile information on the Region by the information provided By the VOs (Here you can argue for a right to order the form of the information because we STILL do not have forms) I am posting here NOT because of any involvement in the discussion about the incident itself, I am on another continent and my contact to Del is limited to around 5-6 posts here in the forums. This issue is something that shows that while the current ways of PFS-issue control has its flaws and FAR too much of it relies on unwritten rules the VO in question might have never heard of. Also I find it highly disturbing that apparently these unwritten rules take precedent to any written rule we are provided. I have worked a bit with Michael in a taskforce and I remember that working with him was always productive and provided me with new perspectives to the presented problems. So while I cannot speak for how he is as a GM or as a player (but I would be interested to join him at an online table) I have only good memories of him as a VO.
Well I also think the SHEETS are fine, the problem is the procedure to fill them out. Most of the time they are handed out with all GM-fields filled out or the players should fill in their number and mark their tier/slowtrack and the GM uses this for reporting and gives back the chronicle filled out. I agree with Bob that we VOs NEED the event code, it might be the most importat information for correcting wrong chronicles. The date is also needed to find out in which order chronicles have to be applied (or to order tham after the stack got mixxed up-> Especialy for players who do not use a binder) The GM-number is needed to identify who ran the game which can be important to find out if there was a error in reporting. But I completely agree with BigNorseWolf that the procedure is not realy needed and is not folloewd in reality. And especially with PF2 coming up it would help to make the wanted procedure something that is feasible to follow. (Especially with cons/gamestores where we have maybe 3-5 minutes to wrap up the table and give out the chronicles)
I agree that the current way of filling out chronicles is far from everything I see in reality. I would agree to make it align more with reality because the current method is far too long and tedious. This applies to online and offline games as well. What would be wrong with: "Give out the chroniclesheets with all GM-only areas filled out and cross of the boons/items the player did not qualify for" So there is no back and forth and this is how I see it done at most games.
ItsJustAce: If there is something for raceboons then it should apply to all of them:
So something should be done for all raceboons, maybe not carriing them over exactly but maybe a tradein for other exclusive races? (Because I can forsee not all boonraces being available at the start of the 2nd edition.)
I would vastly appreciate 2 things, firstly an option to do something meaningful with your old boons (especially race boons) in PFS2 and that once the playtest is released that we giver out PF2 boons at conventions (there is already a big pushback of my regular gms against new race boons for PF1 because they will not be able to use it anyways.)
About Bozril "Boz" MarbleheartBozril "Boz" Marbleheart
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