Rakshasa

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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 2 posts. No reviews. No lists. 1 wishlist. 6 Organized Play characters.


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Vigilant Seal

Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
GM Bret wrote:

Since it makes no mention of increasing awareness every round and that isn’t a required component of the rules, there should be no problem with you not automatically increasing it each round.

It is an explicit part of the infiltration rules though:

GM Core pg 197 wrote:
Awareness Points increase in three different ways... a PC fails a check... Awareness Points also increase by 1 at the end of each round of the infiltration... [and] whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.

Right now I'm leaning towards including the AP auto-increase each round, making the first and last individual checks mandatory (last one definitely since that leads into the next section of the scenario), letting the players choose 3 of the remaining 6 group tasks, and upping the total failure threshold to 20 from 10.

By the guidelines in GM Core, failure should usually be at double the number of IP necessary, so with the above changes that still makes it a little more difficult than a standard infiltration (11 IP vs 20 AP instead of 22 AP) but not requiring basically every roll to be a success or critical success like the printed version.

But, this could all be moot since they might be on a different path and not encounter this at all, lol.

Vigilant Seal

Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Talon Stormwarden wrote:
But, as presented, the skill challenge poses problems. The overall difficulty of the challenge is way too high (26 IP to succeed while failing at 10 AP), which is what started this discussion in the first place, and the mislabeling of group/individual obstacles will only foster more confusion down the road for GMs, especially inexperienced ones.

This is my concern, I am new to GMing Society Games and currently prepping this scenario to run in a few weeks, but rules as written the infiltration seems almost impossible to pass, so I was wondering if there was some errata out there for it.

Does this qualify as an error in the scenario for the "GMs can: Adjust obvious typos or errors in a scenario" rule on Lorespire? I was debating either ignoring the gaining one Awareness Point automatically each turn if they're expected to pass every obstacle, or lowering the IP threshold of the encounter to 10~12 and letting the players choose which obstacles to try to pass.