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While mechanically interesting I had to lower the non-Computers DC's by 2 to give the party a fighting chance. The actual rolls weren't terrible but the modifiers were just not enough to hit 35 for the magic skills. I really didn't want to end the final session in a TPK. Had I run it as written, it would have gained at least 4 Instability (Boom on a DC16 flat check). I accidently toned down the hazard's damage (read it wrong and just stayed with it for the duration). We had a party of 4, one master at Computers, 3 trained in Crafting and 2 trained in Thievery. There were a few spots where the group could not interact with a hazard because the checks were locked behind expert proficiency so they just had to break it. A proper Mechanic could have solved most of the problems in Part 4. The group had fun and certainly have their own feedback.
If I'm reading this right, at the start of your turn you make a flat check of 10+glitching value. This means you can never exceed the flat check by 10, the only way to reduce it is to get a natural 20. Or is this one that drops by one on its own? I'm guessing most effects that cause glitching have a duration like the Operative's Sabotage. But then the Machine Saboteur feat doesn't have a duration. Maybe a Crafting check to reduce the value would be appropriate (DC set by item level and glitching value). It is entirely possible my poor system knowledge of PF2 (especially post remaster) means I have missed something.
I found a glitch in the Description Vs Art category. Of Miiyu's inner circle there are two pahtra, a vlaka, and a ixtii. That last one threw me for a loop, until I remembered that Envar jerk. The art in line with the text appears correct, the headshots in Appendix 3 switch Alfey and Vokuvi. Heads up for those making handouts to go with the investigation portion. |
