What advancement track for APs?


Product Discussion

Sovereign Court Contributor

Call me blind and stupid, but I can't seem to find on which advancement track to run my Pathfinder APs? Fast track? Medium?

Also, if I pathfinderize a 3.5 AP (by bumping every encounter 1 level, etc.) does the track stay the same?


All the AP's and materials assume you are using medium track.

Sovereign Court Contributor

sir_shajir wrote:
All the AP's and materials assume you are using medium track.

Cool. Thanks! I just couldn't find that in the AP. *blush*


sir_shajir wrote:
All the AP's and materials assume you are using medium track.

Are you sure? I thought fast was the default.

Louis Agresta wrote:
Also, if I pathfinderize a 3.5 AP (by bumping every encounter 1 level, etc.) does the track stay the same?

Certainly for a 3.5 AP, you would use the fast track. The fast track is the most similar to the 3.5 experience chart (13 encounters per level with CR=ECL).

Silver Crusade

Pathfinder Adventure Path Subscriber

3.5 AP = fast track
PFRPG AP = medium track

Paizo Employee Creative Director

All Paizo Pathfinder RPG adventures assume the Medium advancement track, since that makes it easier for a GM to adjust to Fast or Slow if he wants.

Sovereign Court Contributor

James Jacobs wrote:
All Paizo Pathfinder RPG adventures assume the Medium advancement track, since that makes it easier for a GM to adjust to Fast or Slow if he wants.

Hey James!

How would you go about adjusting? Wouldn't you have to adjust the CR for the encounters so they didn't earn as much xp and wind up 10th level for the 5th level chapter.

Color me stupid but there is some simple brain block at work preventing me from getting my mind wrapped around this. Too much exposure to cosmic forces from beyond space, I tell you!


Louis Agresta wrote:
James Jacobs wrote:
All Paizo Pathfinder RPG adventures assume the Medium advancement track, since that makes it easier for a GM to adjust to Fast or Slow if he wants.

Hey James!

How would you go about adjusting? Wouldn't you have to adjust the CR for the encounters so they didn't earn as much xp and wind up 10th level for the 5th level chapter.

Color me stupid but there is some simple brain block at work preventing me from getting my mind wrapped around this. Too much exposure to cosmic forces from beyond space, I tell you!

If you want to use the fast track I would use the fast track chart, and cut out less important encounters.

Paizo Employee Creative Director

Louis Agresta wrote:
James Jacobs wrote:
All Paizo Pathfinder RPG adventures assume the Medium advancement track, since that makes it easier for a GM to adjust to Fast or Slow if he wants.

Hey James!

How would you go about adjusting? Wouldn't you have to adjust the CR for the encounters so they didn't earn as much xp and wind up 10th level for the 5th level chapter.

Color me stupid but there is some simple brain block at work preventing me from getting my mind wrapped around this. Too much exposure to cosmic forces from beyond space, I tell you!

For an AP, using the Fast Track is a good idea if you have 6 or more players, since they'll be getting proportionally less XP and thus if they go faster, they'll keep up with the module. You can also use the Fast Track with 4 or 5 players if you want to omit sections of the adventure path entirely.

Using the Slow Track lets a group of 3 or fewer players not pull too far ahead of the curve, since they'll be accumulating proportionally more XP than if you had 4 or 5 players. You can also use the Slow Track with 4 or 5 players if you want to add lots of encounters to an AP.

Sovereign Court Contributor

James Jacobs wrote:
Louis Agresta wrote:
James Jacobs wrote:
All Paizo Pathfinder RPG adventures assume the Medium advancement track, since that makes it easier for a GM to adjust to Fast or Slow if he wants.

Hey James!

How would you go about adjusting? Wouldn't you have to adjust the CR for the encounters so they didn't earn as much xp and wind up 10th level for the 5th level chapter.

Color me stupid but there is some simple brain block at work preventing me from getting my mind wrapped around this. Too much exposure to cosmic forces from beyond space, I tell you!

For an AP, using the Fast Track is a good idea if you have 6 or more players, since they'll be getting proportionally less XP and thus if they go faster, they'll keep up with the module. You can also use the Fast Track with 4 or 5 players if you want to omit sections of the adventure path entirely.

Using the Slow Track lets a group of 3 or fewer players not pull too far ahead of the curve, since they'll be accumulating proportionally more XP than if you had 4 or 5 players. You can also use the Slow Track with 4 or 5 players if you want to add lots of encounters to an AP.

You know a lot about this here game, dontcha? :)

Thanks. That helps a bunch.

*runs off to mangle James' work to the future delight of his players*

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