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   Yeah, Operatives can use it (and all advanced guns) at the same rate normal classes use martial guns. So they trade off -2 to hit for better damage / effects. I'm building up a character doing that. As to casting through it, you can slot a spell gem into it and discharge that for the Caster element change, but your spell DC will be bad. Plus your spending those actions casting instead of shooting your fancy big gun, so it needs to be worth it. I wish Shifting Surge had 'this spell gains the trait of the element chosen' - that would be excellent. Surge would give you the bonus on the first shot, then Caster would retain that element for a minute. Next best I've found is Infuse Vitality. Oh, we're fighting undead? Couple people add 1d4 vitality next shot, and then Caster retains vitality as the base damage. But that's only vs undead. For cantrips, they typically require a save or spell attack, which operative isn't necessarily good at. One candidate that stands out to me is the Prismini version of electric arc, which can instead add charges to batteries. So if you're fighting robots, it might be worth it to top off your battery then go blasting electric.  
   If there's no appendices, where will we find the stats for the monsters? In-line with the scenario text like in early pf1? Will it be all the monsters there or just custom monsters? I like removing treasure bundles, and understand removing CR for a 2 level range game. But removing tags.... why? Also not a fan of the shorter scenarios as it messes with convention scheduling and badges.  
   I ran this last night for 6 players for 34 CR, and the infiltration was a pain. Everybody started the game with 2 hero points. By the end, there was one left on the whole table. Starting with Preparation: We get to do one activity. Is that the party gets one point for one edge point? Does everyone get to make an attempt for up to 6 edge points? Neither the scenario nor GM core answer this one. I let my party do one attempt (forge documents), which they succeeded at. Roaming patrol.  The group as a whole needs 2 successes.  No problem.
 Complication. Doesn't say if this is group or individual. How many successes are needed? Just one for the whole group is all I asked for. - No problem. Back to Anisant. I ran the A1 fight once they finished Arnisant. Technically they failed the infiltration, but the threat's also gone now. Do they still do the Library Door and the Imps? I decided yes, because you're assumed to have the sword later. They immediately got the 3 party successes with no failures on the door. Imp had most succeed on the first go. One guy on the second, the last on the 4th. Important takeaway? Don't make kineticists do skill checks. The rest flowed ok. 4 of the 6 players were intimidate builds, so that got interesting. The CR meant we got real hellknights instead of animated armors, so I didn't even get to be immune to it. The last fight was rough even if Marious couldn't use his cool trick. We had ZERO casters in the party. But 4 hellknights and 2 named knights is still a lot.  
   BretI wrote: 
 I think the bracelet is on the Appraiser, not Jo. Think genie cuffs. But there's also nothing written on how the party notices they're the problem, nor if they can be removed before a fight.  
 
   Thebigham wrote: 
 I first ran this at a con in the last slot of the night so that we could go overtime. Even with some overtuned PCs it took nearly 6 hours. I did not give out hero points, but afterwards realized that was a mistake. The mythic rules in the set say to change ONLY these rules. They do not mention the hero points. Therefore, you should still give out the hero points as if there was no mythic. I've since had this game at my local store. Since our store had a strict closing time, I directed the GMs to skip the spiders AND the statue fight. One table (23cp) finished right on time, the other (16 cp) about a half hour early.  
   SuperParkourio wrote: 
 In the last few months, GMs were given much more flexibility in handling such things.  
 
   Cori Marie wrote: This is actually pretty thoroughly explained in Divine Mysteries. Maybe wait to read it before passing judgement. Oh, I have. It's a nice story that goes good to improve Torag's image after it was tarnished in Sky King's Tomb. And improve relations between dwarves and orcs. It still comes out of nowhere and has no support in any of the previous Urich material. I also talked with the author who WROTE Urich in the scenarios, who agreed this felt unsupported. She's the one who pointed out the godclaw problem to me. It's not that it's a bad move, and teaming up with Torag isn't even out-of-character. It's just out of left field with nothing to hint at it from his prior portrayals.  
   Squark wrote: Uirch, one of the newly ascended Orc gods, has taken Torag's place in the Talon of the Godclaw. Appatently the two are quite close, having privately collaborated during Uirch's mortal life. Torag also served as Uirch's second during his crucible, and Uirch returned the favor by saving Torag's life when the latter was attacked by a vengeful Grask Uldeth. This revelation is apparently somewhat controversial for both Dwarves and Orcs. And completely out of nowhere. Uirch is WELL documented over many PFS scenarios, and never had ANYTHING to do with dwarves. Teaming up with Sarenrae would make more sense, as he followed her in life. With all the revelations about Torag being kinda s**ty in Sky King's Tomb, maybe he's trying to redeam Torag, but it's a weird thing to add in. As to joining Godclaw... WTF? Uirch is super CG. I know we're not using alignment anymore, but there's no way he would fit along side the regimentation of the hellknights.  
 
   The other problem was the orders that for these specific guards; we couldn't kill them. Nobody was built to do non-lethal, so we're taking penalties to hit for both fights. Except our casters, who were just SOL because they can't change to non-lethal on the fly. By the last fight I was willing to just eat the infamy and pay it off with AP. But then the trigger warning happens and it feels like a slap in the face to any attempts at nonlethal.  
 
   Something about this doesn't feel right to me. While the quality of presentation may vary from GM to GM, the ability to get the same game at any table is one of the hallmarks of PFS. Yes, GMs need room for improvisation and handling creative solutions, but that is a fine line and this feels like it misses the mark. I can't put my finger on why, but it feels like losing some of the 'organized' part of Organized Play. Maybe add some limitations that changes may only be in reaction to player actions or concerns. I agree with the points made by Cirithiel, Tomppa, and Mr. Fred. Reskinning enemies to avoid phobias I get. I've had to deal with a giant spider issue at a table I ran. But reskin for personal preference? I don't want to hear a conversation where one table fought tigers and another fought wolves. On the note of 'adjust obvious typos or errors in a scenario' - the editing quality has gone down drastically in recent years. Please put more funding to editors and don't make GMs do the work that ought to be done in house. And when errors are found in scenarios after release, it's not like you're reprinting books - just update the PDFs. As to formatting the text. Things that are listed in the bulleted sections (use alternate maps, fix typos) should not ALSO be listed in the header paragraph. Duplication leads to bloat and errors years down the road. Edit: I'm not opposed to revising the text. Just think it needs more work.  
   Shinigami02 wrote: 
 That sounds awesome.  
 
   So I looked back more on how SF1 handled this. And then found out what ELSE this playtest took out. In my 16 characters, I never played a many-armed race. But I did sometimes go for more handy options. One is a Raxilite. This is a tiny sized creature that comes with a doc-oc style implant on their back that can collectively hold one medium sized weapon for them. Their own hands are left free to handle tiny-sized things. Mine was a caster so they weren't really using their hands in combat, so wasn't an issue. I have a nanocyte who used their nano swarm to create a natural weapon, and could fight with that while keeping their hands free. PF2 DOES THIS TOO with many ancestries. So we already effectively have 3rd hand fighters. Here's something they removed: Bayonets. They had clamps where you could attach a melee weapon of light bulk to a rifle, effectively a light-bulk finesse weapon to a pistol, or up to a 1 bulk weapon on a heavy gun. Or instead you could mount a grenade launcher on the gun. I had a vesk that fit the model for the new Soldier class: They carried a heavy flame thrower, with an underbarrel grenade launcher, and wielded a sword with their tail. IT WAS FINE. I'm still picking just one to use per turn, with the tail sword for AoOs. Something else not in yet: Power armor. Power armor came with a number of mounts on it to put your weapons on and fire them while your hands were free. This let me have a sword, a shield, and shoulder mounted guns. The purpose is versatility in threat range response. Different element guns or melee as needed. The last one, though I never used it, was that around level 10 or 11 you could just add extra limbs through cybernetics. That's missing too. The unwieldy system can cover most of the issues people propose here. Word it that using an unwieldy weapon taxes the user enough that even if they have more actions or weapons, they're still unable to do it again without more feats. I don't have an answer to people saying that it opens up lots of wand use - the PF2 tables out here don't get much wand use. But it sounds really expensive for multiple one per day items.  
   Talon Stormwarden wrote: 
 Ah, nice. Ok, 445 mile path it is! Still 28 days...  
   Talon Stormwarden wrote: 
 I think that route goes up the Halflight Path - a completely valid route, but it comes up in the middle of the city, not coming in through the warrens like the scenario describes.  
   Zoomba wrote: 
 Let's start with Waterfall. Doesn't HAVE to die, but definitely has no right to be in the society.Second is Urwall. Every time he shows up everyone rolls their eyes with "Ugh! Not this guy again! Go Away." He doesn't actually contribute anything useful, just annoys people. Distant third: Gorm Greathammer. He's fine, just... doesn't seem as engaged with things as much as the other faction heads. And is doubled up with Zarta. Alternatively: send Zarta on the OTHER path she was offered and make Gorm do more work. Definitely keep: Eando Kline. I'm super concerned for him because the last 2 seasons have had him butting heads with everyone, and they're setting up a confrontation. Yet he's been RIGHT every time. HE'S the good guy here. Don't do him dirty and turn him into Torch 2.0.  
   The timeline also doesn't work - if we're coming into Kaer Maga through the warrens, then the caravan came in from ON the plateau. For that to happen, we would have had to go up the storval stairs and around the mountains - at LEAST 618 miles. At 16 miles per day (1st ed travel rules - 2nd doesn't have them) that's 39 days. Even if you stayed on the lowlands and went up the halflight path instead, it's 445 miles or 28 days. Plus who know how long it took for Nellie's message to GET to Magnimar. Yet Miso only disappeared 2 weeks prior to our arrival. A simple solution is to have the Magnimar briefing say 7 victims instead of 8, and Nellie adds one when the party arrives. Or Magnimar is 8 and Miso is the 9th. Yes it's petty, but I dislike it when scenarios forget the travel time between briefing and mission, especially for long distances like this. Also, we never get Eando's answer about the Ustalav job, or why an Ustalav job would be handled from Magnimar instead of by VC Basia in Karcau or the gnome in Caliphas.  
 
   Alex Speidel wrote: 
 PF1 had an average of 28 per year (including specials). It's not a LOT more, but having a reliable 2 per month FEELS different.  
 
   Perpdepog wrote: 
 They could form the Apis Consortium. 
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