Slow Progression vs. Modules - Please confirm.


GM Discussion

Scarab Sages 4/5

If players choose a slow progression for a level (each PFS scenario = 1/2 XP) and then go through a module (3 XP) does that count as only 1.5 XP? Just want some confirmation.

Sovereign Court 4/5

DCII wrote:
If players choose a slow progression for a level (each PFS scenario = 1/2 XP) and then go through a module (3 XP) does that count as only 1.5 XP? Just want some confirmation.

I would imagine so. Half experience, half prestige, half money. Seems about right.

Scarab Sages 4/5

1 person marked this as FAQ candidate.

That is an excellent ammendment to the question.

Modules provide 3 XP and 4 PA and various GP depending on level.

So using the rules from the PFS Playguide, since there is not a specific version 4 chronicle sheet that addresses these statistics, players would get 1.5 XP and 2 PA and half the GP?

Which brings up another question:

Bob decides to go slow track - he plays a scenario 1/2 XP then another scenario 1/2 xp, then a module 1 and 1/2 XP then another module 1 and 1/2 XP and his next level he did not want to go slow advancement. How does that last XP get applied?


It is my understanding that since PFS does not have overflow XP the way a normal game using normal XP would, that you would have to get the exact amount of XP for the next level. In your example, after two scenarios and one module on the slow track, the player has 2 1/2 XP. He would need to play another scenario for that other 1/2 XP to reach his next level. And even if he were allowed to play a module instead, the leftover 1 XP would either be lost and not counted or he would be required to stay on slow advancement to keep it. Modules are an "all or nothing" when it comes to the advancement track. You cannot take part of the reward as slow and part as normal.

Scarab Sages 4/5

I can't see someone being forced into playing a scenario to level but, I'm like you, in that, I would think it would get cut off as opposed to wrap into the next level.

The Exchange 5/5

Pathfinder Rulebook Subscriber
Quote:
It is my understanding that since PFS does not have overflow XP the way a normal game using normal XP would, that you would have to get the exact amount of XP for the next level.

Actually in my understanding, PFS does have overflow. if a character on the fast track had 2xp, and then played a module. they'd have 5 xp, and would level up before playing their next module or scenario.

But yeah the pfs guide says you only choose your track when you've just gained a level. so Bob would be stuck on the slow track at 4xp , he'd only get to choose again after earning 6xp, after that he can decide, whether he's playing a module or scenario wither to take the fast or slow track again.

Paizo Employee 5/5 * Developer

On the normal Track if you complete a scenario (or most of a scenario) you get 1 xp. If you complete a module, you get 3 xp. On the slow track these values become 0.5 and 1.5 respetively.

Every character gets the full amount as dictated by his or her tier. There is no rule cutting off this xp for gaining a level. Any lack of xp overflow into the next level is not mentioned anywhere in either the core rules or PFS guidelines, as such there most certainly is xp overflow.

For modules, this can be tricky, but it commits you to the slow track for your next level as well, since you recieve slow-track xp for some portion of that level. So too would normal-track xp overflow commit you to normal track for the next level. I see no other way of adjudicating this that doesn't involve making up rules.

[edit] Of course death in Modules reduces respective xp totals by 1 or 0.5, but the rule of overflow remains either way.

3/5

Alorha wrote:


[edit] Of course death in Modules reduces respective xp totals by 1 or 0.5, but the rule of overflow remains either way.

So would you say that there is now a reason for someone to purposely kill their character in a module so that they're not obligated to play slow-track advancement for their next level?

Rubia

Paizo Employee 5/5 * Developer

Rubia wrote:
Alorha wrote:


[edit] Of course death in Modules reduces respective xp totals by 1 or 0.5, but the rule of overflow remains either way.

So would you say that there is now a reason for someone to purposely kill their character in a module so that they're not obligated to play slow-track advancement for their next level?

Rubia

Perhaps, though you lose PA and gold in so doing, so there's no real benefit in it beyond the lack of track assignment. Compared with a no overflow rule where someone could just play a module on their last point (or half point) of exp and get all the gold and PA for the advancement cost of a single scenario. WBL is already exceeded pretty often, but this could allow for a great deal of ridiculousness.

The module rules were made before the slow track, so meshing them isn't seamless, but having to stay on the same track isn't a huge penalty or really all that harmful. If you want to avoid doing so, be careful about where your characters are in a level before you play a module.

Until Mark says otherwise, a player gains the proper amount of xp for what she does, and not a half-point less, a level gained or otherwise.

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