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Hi all, I am sure there are other posts like this, but this question keeps popping up locally so I would like to ask it.
Sanctioned Modules give 3 xp, but above tiers 5-6, they give less gold than a PC should get for their Xp.
Why is this? It seems punitive to PCs to get less benefit for the same level than if they had played 3 mods, especially if you are playing through trilogy (Crypt of the Everflame, for example)
Moreover, as the difference is more pronounced at higher levels, higher level Sanctioned mods are more optimally played with a generated PC and then applied to low level PCs than played through with a level appropriate Pathfinder PC.
Why is this the case?
We tend to run these modules as ways of getting people to come to a full few sessions at a con, or as special events (for example, Getting RPG superstar Matt Goodall to come run Cult of the Ebon Destroyers which he wrote)
But it seems odd that we have to justify less rewards to players who could have done other modules. As a DM, buying a Sanctioned module, preparing and running it is as much, if not more work than three individual mods and as a Player it is nearly indistinguishable so why are PCs worse off. I have had one or two players say they won't play such mods with actual PCs for this reason - something that seems to be going against the intent of sanctioning them for play.
I get the reduced Prestige (though I don't agree with it) but reduced gold? I was going to comment on reduced DM rewards which bothered me for a fair while, but this seems to have been changed...
Can I get some clarification on the policy here? I just don't get it really - and couldn't find where it had been asked before.
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Stuff
I had that same question not too long ago, and this is what I found:
1) The main reason why the gold and PA are less than maximum is that there's not risk involved.
You either play a pregen or make a level appropriate copy of your character. If you die, you reduce the XP by 1, the gold by 1/3, and the presige by 1. There are no other penalties.
So in other words, if you die twice, you still get 1 XP, 1/3 gold, and 2 PA, which is pretty close to full PA/gold, even considering you failed.
2) Theoretically, you're not supposed to get max PA each session (1.5 PA per session?). In practice, my PA is close to maximum.
3) The module gold and PA are close to maximum, which is justifiable considering there's no risk at all and assumption #2.
That's my perspective anyway.
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You don't use up consumables. The lower amount assumes you spent the difference in potions, scrolls or other consumables.
I've seen players burn through a whole wand of CLW and it is charged up after the game again. These players probably even came up ahead in money.
Odd, I often find it to be the other way around.
Sanctioned Mods require more consumables, as they are designed for home games and tend to assume PCs have such items (lets all be honest, the average Pathfinder Society Character doesn't)
Moreover, PCs are more likely to use up a wand of CLW they own in a Sanctioned module, whereas be just fine in an average PFS mod with what they find/consumable healing due to the nature of encounter design.
Also Sanctioned modules tend to be tougher!
But interesting rationalization - I don't necessarily agree with it, but good to know there is one!
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_metz_ wrote:Odd, I often find it to be the other way around.Consumables used in a sanctioned module aren't used up at all, even if you're in the right level range to play your character 'as-is'. In this instance, the consumables simply come back at the end of the adventure.
Yup.
Nothing is permanent from events that happen within a module. The only thing that it affects is how much XP and gold players get (due to death within the module).