Gambler

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Organized Play Member. 12 posts (19 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




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So finally trying to get games going. Have what I know should be a basic question but I am failing to find an example to explain it. When it is saying "Can make a check vs. creatures x DC", what is actually happening with the dice to determine that check? Specific example. If Goblin Dog has Will +5, and you want to attempt Command an Animal. It says attempt a nature check vs creatures Will DC. PC has +2 Nature profeciency. Who rolls what? I can't seem to find any example of this. Does this mean the GM rolls a D20 and adds 5, and the player rolls a D20 and adds 2, and if PC is higher, PC wins the check? Or does this mean only the player rolls a D20 and has to beat a 5? Or is it a 10 and add 5 to it so player needs to roll a 15? Kind of confused here on something that I know is a basic concept of the system.


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Having to cut back a bit with all this going on. Please cancel all subscribtions for now. If I get a group together again at some point I will come back. Until then, I can't justify stacking up books and content to never get used when I need the funds in other places right now. Thank you in advance!


I am still a bit confused how XP is rewarded (as intended by the written adventure) based on the encounters as they are laid out. It does not help I am a little confused how Low 1, Moderate 2, Severe 1 all relate too. That being said, I see encounters listed as the above that sometimes have XP awards and some do not. So, that leads me to believe that these "XP Awards" are over and above the encounter XP gain if the conditions are met. Am I reading that correct? On top of that, some encounters have combat with creatures and some do not. Do you reward XP based on the encounter "degree and level" or both that and the creatures XP value?

Taking the first encounter in the AP, Snickers in the Smoke - Moderate 1. It has hazards and a creature. The encounter can be completed and XP gained by saving people, but the creature could escape, or be caught or killed. The fire could be put out, or maybe not. Do you get XP based on the encounter or do you reward for each creature and hazard delt with? If its based on the total encounter value, do you subtract XP for things NOT dealt with? I.E. if the fire goes out of control or the Fire Mephit gets away?

So, if the fire is put out, the Mephit dealt with, and everyone saved, you can give each player 210 XP? (80 for the Moderate 1 encounter, 100 for max saved lives, and 30 for dousing the entire fire)

Am I understanding the Encounter level correct in that:

For a party of 4 level 1 charactors, a Low 1 encounter rewards each player with 60 XP? So a Creature 2 is a level 2 creature and being 1 level higher, is worth 60XP, so is a Low 1? So what does Low 2 mean to the same group? 80xp budget? So two level 1 creatures?

Am I seeing this correct?


Am I understanding this correctly? There are 4 1st level Sorc Class Feats but you can't select one of them until you are level 2, and then you have to decide to take one over a 2nd level sorc feat instead? This seems odd to me. So they are basically there to be available in case you take some other option or feat that lets you pickup an additional level 1 class feat? This can't be right, is it?


I think I have the idea of how things work a bit, but I would love some clarification on how loot rewards work in the session and after.

1. If a group is awarded with an item as a reward, it is ONE item, not one for every PC, correct? Can this item be used at that moment for the rest of the session as agreed upon by the PC's? Or is nothing available until the end? If so, every rewarded item is therefore not rewarded, but must be bought? This is the part that confuses me. If it is given as a reward, it must still be bought? Or does an agreed PC that receives it during the session get that item there on out and the item is then unlocked for the other PC's for purchase at the end of the session?

2. If a PC would like to buy an item on a post session sheet but can't afford it, can they come back down the road and purchase it later, or is that "store" locked out once you move to the next session?

Thank you in advance.


To a new group GM or player, looking at 10 seasons of content is overwhelming. Where does a new group start? I was introduced to society as a player with #5-08 but I am confused how the starting adventure was fifth season, 8th installment. Is there a system or is it all completely random? Either way, what path should a new group take to catch up to main plot points and such? What can be or should be skipped? Is there any content that is required?


I am starting a group up and have not GM'd in many years. Since Highschool and I am in my 40's now. I plan to use published adventures like AP's and Society scenarios so I can present this new group to tried and true stories and hooks.

I am trying to clarify rewards as described in Paizo official adventures. When it says award the group with xxx XP, is that split or per PC? Same question goes for currency and items. When it says something like "presents PC's xxx "currency" from doing X and a X item, is this to EACH PC or to be split between them? Does this change depending on if AP content or Society Scenario.

I don't want to provide exact examples due to spoilers. Can anyone clarify how and when to tell the difference when a reward is intended to be split or given to each PC?


Sorry if this has been answered already. I could not find it on a search. I know I am late to the party, but we are finally getting a group together very soon. I am equally excited about PF2 as I am the published content already around. The AP's look amazing. Will their be a toolkit to easily convert AP content / creatures / difficulty of the older content with the new system? First thing we plan to run is Runelords of course! Also want to try a few of the other AP's for sure. Are we going to be stuck on the older system to make it work well?


We are starting a new group. My vision is to keep the sessions Society legal (both Path/Star) so the characters can also be played at official events locally and also give a feel of growth. Primary goal however is to use a lot of the published AP content also starting with Dead Suns and Runelords. One, because its been years since I have GM'd and Two, they look great!

I am extremely confused however of how advancement works with society legal characters with AP's. If they can only level once per module, how can they keep up with the level curve of the campaign?? Dead Suns 2 starts at level 2, right? Or am I reading this wrong and it is supposed to be every part, not every module? I do understand you can apply credit to a legal toon later, but what I envisioned was possibly running into scenario like Commencement and then going straight into Suns book 1 and straight through that module. It seems very story breaking to have to stop and do random adventures in between just to continue where you left off in an Adventure path, especially when we are starting way behind and want to get through some of these AP's from years and months ago.

Can someone please clarify?


I am not sure I will be able to get more then three PC's if I do get a local game going. Can the AP be run with that few without having to modify or do we really need a fourth? I am not even sure what it is designed for to be honest.