GM credit & dice rolls


GM Discussion

The Exchange 5/5

3 people marked this as FAQ candidate. Staff response: no reply required.
Pathfinder Rulebook Subscriber

Can we work out a way to take an average roll for GMs who use their credit to advance characters when they need to make a roll pertaining to their class / abilities, in between games.

Not lobbying for Day Job rolls for GMs.

But I am lobbying for them to be able to take 10 on training an animal on its trick after a GM credited session, or to take 10 on spellcraft check to learn a spell for a wizard between sessions.

Possibly handle them at the start of the next session the GM plays at? making a number of rolls for the chronicles he's applying in front of the GM he's sitting down at the table to play in.

ex. a GM with a 7th level wizard/loremaster 2 sits at a table. he's got a 9th level character from applying the last 4 gm credits to his 7th level character. since he's leveling up a prestige class, he doesn't automatically add 2 spells/level to his spellbook. he must purchase scrolls and scribe them, requiring a check.

ex. a GM with a 2nd level druid sits down to play a game, he's applied gm credit from the Godsmouth Heresy to the character. His animal knows only the 1 bonus trick from start. he's got a 16 charisma druid. and should be able to attempt to teach his owl 3 tricks.

can the GM make those rolls at the start of the game, in front of the table's GM ? or does he just not get to do any of that?

Paizo Employee 5/5 * Developer

For a spellcaster, I'd just allow it at the beginning of the next table, as indefinite time is supposed to have passed, and I believe the process only takes an hour per spell level. Generally a single day suffices.

As for Druids, I'm less clear. The new rule limits number of tricks per scenario, but I cannot see a reason that you couldn't just roll those at the beginning the same way; the only thing that matters is that you stick to the limit, and the credit rules certainly try not to punish GMs.

I'm not in a position of authority, though, and I don't recall seeing a stance on GMs and between scenario rolls (apart from day jobs)

The Exchange 5/5

Pathfinder Rulebook Subscriber

yeah, posting here to try and get an official response on it, or see how other GMs may be handling it.

Grand Lodge 2/5

Seraphimpunk wrote:
yeah, posting here to try and get an official response on it, or see how other GMs may be handling it.

I just do my rolls in front of an unbiased 3rd party. All you need to do is make a roll in front of someone who can say you didn't cheat.


Mark Garringer wrote:
Seraphimpunk wrote:
yeah, posting here to try and get an official response on it, or see how other GMs may be handling it.
I just do my rolls in front of an unbiased 3rd party. All you need to do is make a roll in front of someone who can say you didn't cheat.

Seems smoother to allow people to take 10 on these rolls, as there's no reason to prohibit them from doing so.

The only skill in core rules that you can't take 10 on is UMD. Craft is a prime example of a skill in which you would always take 10 on, and yet in PFS its specifically prohibited for Day Job rolls for such things. Why?

-James

Paizo Employee 5/5 * Developer

james maissen wrote:
Mark Garringer wrote:
Seraphimpunk wrote:
yeah, posting here to try and get an official response on it, or see how other GMs may be handling it.
I just do my rolls in front of an unbiased 3rd party. All you need to do is make a roll in front of someone who can say you didn't cheat.

Seems smoother to allow people to take 10 on these rolls, as there's no reason to prohibit them from doing so.

The only skill in core rules that you can't take 10 on is UMD. Craft is a prime example of a skill in which you would always take 10 on, and yet in PFS its specifically prohibited for Day Job rolls for such things. Why?

-James

I do not believe a wizard is allowed to take 10 to copy spells into a spellbook. As for handle animal and day jobs, I do not know. I know you cannot, though, at least with day jobs.


Alorha wrote:


I do not believe a wizard is allowed to take 10 to copy spells into a spellbook. As for handle animal and day jobs, I do not know. I know you cannot, though, at least with day jobs.

And this is the problem when Organized play adds arbitrary restrictions.. as far as I can see you are not forbidden from doing so.. thus you can as per normal core rules.

But again this highlights how things like this can be confusing.

As I understand it the rules are that you can elect to roll to scribe, but you can, as per normal core rules, take 10 on this check.

-James

Grand Lodge 3/5

I'm against this idea. It puts GMs at advantage. Since all registered players are also capable of being GMs as well, all the running GM has to do is get one of his registered Players to sign off on it once witnessing the roll. Their initial (and possibly their number) should suffice.

This is simple and doesn"t require an extra rule, though it might need to go into the FAQ.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber
Alorha wrote:


I do not believe a wizard is allowed to take 10 to copy spells into a spellbook.

Josh, where did you see that at?

4/5 ****

Michael Brock wrote:
Alorha wrote:


I do not believe a wizard is allowed to take 10 to copy spells into a spellbook.

Josh, where did you see that at?

It's not a fact like from a book, it's a belief from the heart.

That said I've randomly had GMs tell me I can't take 10 which is their prerogative. (Maybe something weird is going on and there's a cursed scroll or an extra ambush or something, I dunno)

I have taken 10 every time I've applied my GM credit to my wizard and wanted spells from scrolls there, and taken 10 whenever the GM hasn't objected and advised players in my game to take 10 to copy their scrolls. Some of whom were quite grateful, having apparently encountered a stream of GMs who didn't think you could take 10.


Pirate Rob wrote:
Some of whom were quite grateful, having apparently encountered a stream of GMs who didn't think you could take 10.

It's a core rule that many seem bent towards getting wrong. Partially its due to its naming being so similar to the take20 rule. And then partially is because we learn this game at the table and these such errors propagate like a virus.

It would be one reason that I would suggest that they take away a random restriction not to let players take 10 on a day job check as there's no support for this in the core rules and only goes to further this confusion.

-James

Grand Lodge 2/5

james maissen wrote:
It would be one reason that I would suggest that they take away a random restriction not to let players take 10 on a day job check as there's no support for this in the core rules and only goes to further this confusion.

Since the Day Job roll is not a straight Craft|Perform|Profession check in the traditional sense, I'm not sure there is a precedent in the Core for it to take 10.

Grand Lodge 3/5

The restriction on day job role is not random. It was designed like this from the beginning. Please do not misrepresent the rules.

Grand Lodge

I really don't see a reason for day job rolls. If the campaign staff wants to make it a flat amount for roleplaying purposes, that's fine, but there is really no reason to tied up the DM when the day job results are trivial compared to the module rewards.


Michael Griffin-Wade wrote:

The restriction on day job role is not random. It was designed like this from the beginning. Please do not misrepresent the rules.

Oh it's not random? Then what is it?

Being that way from the start doesn't mean anything for it being an arbitrary restriction.

Heck at the start you couldn't get your racial bonuses on craft checks if you were a Gnome, but you would get a racial skill focus bonus.. It really is arbitrary here.

As your other VC captain said it's a complete fabrication in rules. But what is bad is that it tries to pass itself off as a skill check which then rightly confuses people both as to the PFS rules and in some cases as to the core rules.

Simply having been done this way from the start is not a justification or a reason.

-James

Grand Lodge 3/5

james maissen wrote:
Michael Griffin-Wade wrote:

The restriction on day job role is not random. It was designed like this from the beginning. Please do not misrepresent the rules.

Oh it's not random? Then what is it?

Being that way from the start doesn't mean anything for it being an arbitrary restriction.

Heck at the start you couldn't get your racial bonuses on craft checks if you were a Gnome, but you would get a racial skill focus bonus.. It really is arbitrary here.

As your other VC captain said it's a complete fabrication in rules. But what is bad is that it tries to pass itself off as a skill check which then rightly confuses people both as to the PFS rules and in some cases as to the core rules.

Simply having been done this way from the start is not a justification or a reason.

-James

The rule is not random. None of the rules were placed in the PFS randomly.

The way one derives the results of the system are random, but the rule is far from that.

All your doing here is twisting the words of a VC. Please stop misrepresenting the PFS.

The Exchange 5/5 RPG Superstar 2010 Top 16

My understanding of Nick and Josh's intention regarding the Day Job roll: it was to provide a small reward to player characters who put ranks into craft, perform, or profession, since those skills were unlikely to come up in a scenario.

I had further understood that they didn't want to skew the money curve too badly, so there were limits as to what could help boost that roll. I have no idea why racial modifiers weren't included. I have no idea why equipment, like headbands of vast intelligence, wasn't included. But there you were. (Michael, I don't know if you consider this position to be "twisting the words of a Venture-Captain". While not random, per se, the decisions as to what bonuses to include or not was pretty arbitrary.)

As of the current ruling, I've seen a player character with +39 on his Day Job rolls:
Perform
+10 ranks
+8 charisma bonus (including headband)
+6 skill focus
+4 prodigy bonus
+3 class skill bonus
+3 competence bonus (circlet of persuasion)
+2 circumstance bonus (masterwork instrument)
+2 racial bonus
+1 trait bonus

He tops out the chart by rolling a "1". And the character's a bard, so he uses Perform (string) for Bluff and Diplomacy (that is to say, for skills that do come up frequently in Pathfinder Society) so getting good at the day job roll hasn't cost him anything.

Now, you can argue that 150 gold really is a trivial amount of loot at 10th level. But it's not hard to get +25 at 5th level, and, with slow experience progression, 900 gold per level (day job rolls aren't halved with slow experience, the way loot from the adventure proper is) will make a difference.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Actually I wouldn't mind if it was possible to take 10 on a dayjob roll. It would reduce a tiny bit of hassle at the end of a scenario and at conventions any time spared with bookkeeping is profit!

(And on average the player would be worse off taking 10, so there's no reason to restrict it balance wise)

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Chris Mortika wrote:
circlet of persuasion

Circlet is a headband as well, so that wouldn't work

(Not that the +3 makes much difference in this case)

Grand Lodge 2/5

james maissen wrote:
As your other VC captain said it's a complete fabrication in rules.

I'm going to have to ask you to stop James. I realize my opinion is clearly the most important of anyone else on the boards, but if you are just going to make stuff up - please stop.

Oddly the entire Core Rulebook seems to be full of fabrication(s) in rules.


Michael Griffin-Wade wrote:

The rule is not random. None of the rules were placed in the PFS randomly.

The way one derives the results of the system are random, but the rule is far from that.

All your doing here is twisting the words of a VC. Please stop misrepresenting the PFS.

First, I'm not representing the society.. I'm just commenting upon some of its rules. But you are right that both I and the other VC were incorrect... as the current rule lists it as a skill check.

The rule, in its different incarnations, is fairly arbitrary as far as its been represented to those of us who are not VCs.

Perhaps you can explain why it was made the way it was since you are purporting that it was done with some kind of grand design that while the rule has changed over time somehow for you its always been the same.

Originally it was specifically said (on these boards from Josh) to not be a skill check, but rather one picked a craft, profession or perform skill that they had ranks in and made a special roll that was clarified as NOT a skill check. Rather than simply make a skill check using normal rules, it was a d20 roll adding the following modifiers: Skill Ranks + Ability Score + any applicable feat bonuses. You'll note that racial abilities aren't included here.. heck the way its written in the original guide it's not clear that one rolls a d20 even!

It has changed in that now it IS a skill check. Why one cannot take 10 on this skill check is, as best that I can understand it, most likely legacy from when the rule was completely artificial.

Yet you purport that there is design behind it. Please explain... and also be clear which rule you to which you refer.. the current one or the original one, etc.

-James


Mark Garringer wrote:
james maissen wrote:
As your other VC captain said it's a complete fabrication in rules.

I'm going to have to ask you to stop James. I realize my opinion is clearly the most important of anyone else on the boards, but if you are just going to make stuff up - please stop.

Oddly the entire Core Rulebook seems to be full of fabrication(s) in rules.

I'm sorry Mark if I misrepresented your position here. It wasn't my intention.

Mark Garringer wrote:


Since the Day Job roll is not a straight Craft|Perform|Profession check in the traditional sense, I'm not sure there is a precedent in the Core for it to take 10.

Here you're saying you don't know what normal rules for skill checks can apply to it.

How is this not speaking to this being artificial with respect to the core rules?

It certainly IS better than when it first was introduced as 'not a skill check' (according to Josh) but a special d20 roll that added some of the things that you would add to these skill checks.

Regardless, having looked how the rule has been changed in the latest guide.. that baring the fiat that one cannot take 10 on this check (why?) that there certainly is precedent in the Core rules for one to take 10 on it. It's a skill check that one is not making in combat and this skill isn't UMD.

-James

Grand Lodge 3/5

Chris has explained it, so I will not repeat it.

The rules are part and parcel of PFS. When you misrepresent the rules, you misrepresent PFS.

The Exchange 5/5 RPG Superstar 2010 Top 16

Auke Teeninga wrote:


Circlet is a headband as well, so that wouldn't work

If we were playing D&D 3.5, I'd agree. The Pathfinder design team made headbands their own seperate body slot.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Chris Mortika wrote:
Auke Teeninga wrote:


Circlet is a headband as well, so that wouldn't work
If we were playing D&D 3.5, I'd agree. The Pathfinder design team made headbands their own seperate body slot.

Thanks, never noticed that!


Michael Griffin-Wade wrote:

Chris has explained it, so I will not repeat it.

The rules are part and parcel of PFS. When you misrepresent the rules, you misrepresent PFS.

There's no reason beyond the arbitrary restriction in the PFS guide for one not to be able to take 10 on the Day Job skill check.

The take 10 rules are a place where people make frequent mistakes. Having an arbitrary restriction like this in the guide doesn't serve to alleviate this confusion.

Skill rolls you can't take 10 on: UMD and Dayjob rolls.

You've claimed it's not arbitrary, but can't seem to back that up. All you do is refer to Chris' post where he says:

Quote:
the decisions as to what bonuses to include or not was pretty arbitrary.

So what's the misrepresentation?

The line that was originally drawn for the Day Job 'special d20 roll' was fairly arbitrary.

A half-elf with skill focus as a racial bonus feat would apply their +3 to it, but a gnome with a +2 racial bonus to the same skill would not.

There is design behind that difference? Chris doesn't know why. So please tell us.

-James

Grand Lodge 2/5

James, I'm not sure why you seem to be unwilling to accept that Organized Play pretty much be virtue of it's existence will need to have rules differences from the published rulebook.

The Day Job roll is fabricated in the sense that was created. But so was the skill check system. So giving (an apparent) negative connotation to every variance from the Core grows tiresome. It gives me a negative connotation to everything you post, where the might actually be a kernel of valid logic, concern or need.

My personal opinion is the whole system should be scrapped, except that it does have a side effect of actually causing players to put skill ranks in something they might otherwise min/max over. Changing it to be even more mechanized free money interests me even less though.

Is it game breaking either way? Probably not. As Auke pointed out, the average roll should be 11, not 10 so you are actually slightly worse off for it.

Is it epically vital or important? Not really.

Are there areas of the rules that need to be revised? Clearly.

Is painting PFS as random and arbitrary an effective way to help bring around those kinds of revisions? Doubtful.

We are not required to expand on design decisions or philosophy with you. If you feel participation in a system where the decisions are made without your consent is too arbitrary then that is a choice you are going to have to come to terms with on your own.


Mark Garringer wrote:


Is painting PFS as random and arbitrary an effective way to help bring around those kinds of revisions? Doubtful.

I'm not painting PFS as either random or arbitrary. I'm flat out saying that the way the Day Job was first set up was arbitrary though.

There's a difference between the two.

Would having one bad rule in PFS suddenly make it a bad campaign? Doubtful, so don't take it that way.

Mark Garringer wrote:
James, I'm not sure why you seem to be unwilling to accept that Organized Play pretty much be virtue of it's existence will need to have rules differences from the published rulebook.

You can't be claiming that requiring a GM at the end of a slot to witness a d20 roll on a skill check rather than letting a player take 10

is something that is needed by the virtue of an organized campaign!?!

Sure there are rules that have to be one way or the other because this is an organized campaign rather than a home campaign.

But without any willingness to look at the current rules critically, suddenly EVERY rule is a MUST simply because 'its been this way'.

PFS has changed many of its rules. Did the nature of organized play change, or did they realize that letting Gnomes have their racial bonus on a craft check wasn't needed?

Not every rule that PFS has is exactly needed. Many are to one extent or another, but not every one of them and especially not just because they happen to be rules in the guide!

Mark Garringer wrote:
So giving (an apparent) negative connotation to every variance from the Core grows tiresome.

If there's no reason for the variance then why have it?

Why make muddle and confuse an issue?

If it's a negative connotation it's because its not needed and does confuse the players on what the real core game rules are. That seems contrary to the goals of organized play to me.

Mark Garringer wrote:


We are not required to expand on design decisions or philosophy with you.

Absent of a reason, its an arbitrary choice. That this has negative connotations for you then so be it. If you or others so strongly object to that picture then realize it's the one you've painted by not choosing to explain those reasons.

Personally requiring GMs to witness a ton of rolls at the end of a session that could be dealt with by using the take 10 rules seems shortsighted.

How many sessions run long? How many people dislike needless levels of paperwork?

-James

Grand Lodge 3/5

James you have no proof that the rule was created arbitrarily. You weren't there when it was created, so you can't know.

Therefor your making accusations you can't prove.

Stop attacking the PFS.


Michael Griffin-Wade wrote:

James you have no proof that the rule was created arbitrarily. You weren't there when it was created, so you can't know.

Therefor your making accusations you can't prove.

Stop attacking the PFS.

I'm not attacking 'the PFS' but I am calling a spade a spade, sorry if that offends you.

-James

The Exchange 5/5 RPG Superstar 2010 Top 16

Michael Griffin-Wade wrote:

James you have no proof that the rule was created arbitrarily. You weren't there when it was created, so you can't know.

Therefor your making accusations you can't prove.

Stop attacking the PFS.

I regret offending you, Michael. But I don't have to have been in the room when Nick and Josh decided on the original Day Job roll to consider it arbitrary.

It allowed some modifiers (racial traits) but not others (racial abilities). There was never an explanation given. The original rule was hard to adjudicate (it was one of the very, very few places where a permanent bonus from a magic headband didn't affect the underlying attribute. If you r crafting PC reads a tome of clear thought, it gives him an inherent bonus to Intelligence for all things in the game -- except day job rolls. That made it hard to adjudicate at a table.

I honestly haven't considered that the objections I've raised have been "attacking" Pathfinder Society. But I am obviously making you angry, so I will absent myself from this thread.

Peace rest on you.

Grand Lodge 2/5

Chris Mortika wrote:
I honestly haven't considered that the objections I've raised have been "attacking" Pathfinder Society. But I am obviously making you angry, so I will absent myself from this thread.

I believe there is a difference in approach which makes all the difference in the world.

Grand Lodge 3/5

james maissen wrote:
Michael Griffin-Wade wrote:

James you have no proof that the rule was created arbitrarily. You weren't there when it was created, so you can't know.

Therefor your making accusations you can't prove.

Stop attacking the PFS.

I'm not attacking 'the PFS' but I am calling a spade a spade, sorry if that offends you.

-James

My feelings are at issue. Do not put words in my mouth.

Stop making accusations that you can"t prove.

4/5 ****

To me the old day job restrictions felt arbitrary and random.

Maybe they were the most carefully balanced ultra play-tested uber rule to end all rules or maybe Frost made them up on the back of a napkin after having one too many brews.

Intending something to be balanced and easy to adjudicate is not enough. It must actually be balanced and easy to adjudicate. If not, it can feel arbitrary and random and all the good intentions in the world are for naught.

Personally I'd vote for not taking 10 on day jobs for the simple reason that the day job roll is a chance for a player to explain a little bit of their flavor to the table. Sure it takes up a little extra time but letting people take 10 would remove the table interaction as everybody cheers for a high day job and giggles at the silly crafts and professions that some characters have.


Michael Griffin-Wade wrote:


My feelings are at issue. Do not put words in my mouth.

What does this even mean?

I said I was sorry if it offended you. If it doesn't offend you then no harm, if it does then I'm sorry that it does even if I don't understand why it would. What 'words' did I put in your mouth??

If I say that a rule in PFS was fairly arbitrary, it is because it seems that way to me and really almost everyone I ever talked to about it... this thread included.

It's not attacking the organized campaign, but rather it is commenting that the way a rule was laid out seemed very ad hoc... because it does seem that way.

I'm sorry that you cannot seem to differentiate between the two as it makes any level of communication very difficult.

James

Grand Lodge 3/5

The reasoning behind no "Take 10" on Day Job, IIRC (and yes, I did speak with the original campaign orgs about it):

"Take 10" assumes no distractions. Day Job is an abstract representation of several days work, there will be distractions.

Scarab Sages

K Neil Shackleton wrote:

The reasoning behind no "Take 10" on Day Job, IIRC (and yes, I did speak with the original campaign orgs about it):

"Take 10" assumes no distractions. Day Job is an abstract representation of several days work, there will be distractions.

In justification of the opposing view;

Would not the fact that the roll represents several days work, surely result in reducing the impact of any distractions, and creating outcomes that tended toward the average?

1/5

Getting back to the original topic...

As the rules for GM credit stand, you may NOT make ANY action between sessions where you apply credit that requires a roll of any kind. No Day Job. No Handle Animal checks. No learning spells. No crafting for those classes that can do it.

You cannot get a third party to verify these types of actions.

You cannot take 10 on the roll.

In practical terms, this ends up only being a limit on the Day Job roll and Handle Animal checks, since there's a limit per Chronicle on these. In all other cases, you can simply ask your GM to let you take care of it at the start of your next session.

Grand Lodge 3/5

Chris Kenney wrote:

Getting back to the original topic...

As the rules for GM credit stand, you may NOT make ANY action between sessions where you apply credit that requires a roll of any kind. No Day Job. No Handle Animal checks. No learning spells. No crafting for those classes that can do it.

Actually, the only one called out in the Guide is no Day Job roll.

Paizo Employee 5/5 * Developer

Michael Brock wrote:
Alorha wrote:


I do not believe a wizard is allowed to take 10 to copy spells into a spellbook.

Josh, where did you see that at?

My mind apparently. I probably just assumed it was a rule from doing so long in home games. A dangerous assumption. Indeed I can find no restriction on taking 10 and scribing. I may have mixed it in my mind with Use Magic Device, which does not allow taking 10 ever.

Seems I was wrong, though, nothing in the core forbids taking 10 to scribe spells. Looks like I've been short-changing my witch... not that it matters for her at this point (level 9, +20 spellcraft), hehe.

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