Death Penalties too high in PFS?


Pathfinder Society

1 to 50 of 83 << first < prev | 1 | 2 | next > last >>
3/5

Is it me, or are the death penalties too high for society play? 16 pp is too high a cost for resurrection in game. One is only hopeful for a res almost halfway through level 3. And that's assuming they decide not to use their prestige for anything else along the way. The risk/reward is just way beyond anything else you can trade points for. Sure, you could use prestige to get a vanity or reward, but if your character dies it's all lost anyway. Which in turn leads people to not really purchase anything until they hit 16pp.

The gold amount isn't helpful either. While not terrible at higher levels, it hurts the players who need the res the most. Sure, one could sell back their equipment for the gold, but that only works for certain classes. A rouge or wizard without armor might be ok, but a fighter or paladin who has to sell their heavy armor can't be played how the character was originally built for. Not to mention it would take three scenarios with a far lower AC before they could repurchase their equipment.

And that's not including the other reasons the death penalty is too high. If a character dies, a player can't use those scenarios to level up another character. There's only a limited number of scenarios that can be run in the society. In addition, if a higher level character dies, the player may not be able to run scenarios with the group of players they've been playing with.

The Exchange 5/5 RPG Superstar 2010 Top 16

Tarma wrote:
Is it me, or are the death penalties too high for society play?

Tarma, you articulate that the burdens for dying are high. You haven't yet convinced me they're too high.

What kind of penalty do you think would be right?

Silver Crusade 2/5

Tarma wrote:

Is it me, or are the death penalties too high for society play? 16 pp is too high a cost for resurrection in game. One is only hopeful for a res almost halfway through level 3. And that's assuming they decide not to use their prestige for anything else along the way. The risk/reward is just way beyond anything else you can trade points for. Sure, you could use prestige to get a vanity or reward, but if your character dies it's all lost anyway. Which in turn leads people to not really purchase anything until they hit 16pp.

The gold amount isn't helpful either. While not terrible at higher levels, it hurts the players who need the res the most. Sure, one could sell back their equipment for the gold, but that only works for certain classes. A rouge or wizard without armor might be ok, but a fighter or paladin who has to sell their heavy armor can't be played how the character was originally built for. Not to mention it would take three scenarios with a far lower AC before they could repurchase their equipment.

And that's not including the other reasons the death penalty is too high. If a character dies, a player can't use those scenarios to level up another character. There's only a limited number of scenarios that can be run in the society. In addition, if a higher level character dies, the player may not be able to run scenarios with the group of players they've been playing with.

Or you hit up ye olde death charity. It isn't that costly for a party to pony up for a raise dead. In fact, where I play there is pretty much a gentleman's agreement that unless the player did something *really* stupid to get themselves killed, we all kick in to help towards the raise. And if we get rid of the penalty for dying...what is the point of actually fighting? It would turn into an endless zerg-rush. Some of my fondest PFS memories are when my character is down to those last 2-3 hitpoints, and has to decide if he wants to go hide and heal, or charge into the fray to save others. RPG's are made of choices, and for choices to matter, there have to be upsides and downsides of your actions.

Sovereign Court 5/5

Tarma wrote:
If a character dies, a player can't use those scenarios to level up another character. There's only a limited number of scenarios that can be run in the society.

This is something I share a concern about as well. You also 'forever lose' ability to replay (on the player's side of the screen) scenarios once that character retires, which more or less means the same thing as permanently dying anyway. (yeah yeah special retirement scenarios, etc etc)

I've only been a member of PFS for 5 or 6 months now, but have largely been impressed by the rate that they publish new scenarios. You'd have to play a LOT of pathfinder to end up running out of content w/o a way to level up another new character.

Grand Lodge 4/5 5/55/5 ***

The gold equivalent is relatively consistent with the Prestige Point costs and the PFS rules follow the Core.

It costs 8210gp for a PRRPG character to fully recover from death (Raise Dead plus two Restorations for the negative levels). Should it cost less for PFS?

If you check the wealth by level chart (CRB p.399), your character should not have that kind of wealth until at least 5th level.

3/5

Chris Mortika wrote:

Tarma, you articulate that the burdens for dying are high. You haven't yet convinced me they're too high.

What kind of penalty do you think would be right?

Sorry, I think I screwed something up here.

Here's the thing, at low levels, there's not much for the death charity. A character of mine just recently died, and among the 4 other people playing there wasn't enough for the death charity. The death charity hits disporportionately among the lower levels. From 1-3 almost any gold one gets goes quickly into gear to make your characters stronger. Carrying around 2-3,000+ in gold quickly works against you, since you don't have the gear to handle tougher challenges. The average gold acquired for scenarios at low levels is around 500. That'd be 10 scenarios before you could even purchase a res.

The tradeoffs are far to high as well. Sure, you could use some 8 prestige to buy something, but like i said earlier if you die your out of luck. So it means that it's just not worth it to use prestige for lower end rewards.

Death penalties also help chase away newer players. Let's say you're new to the society, and in your 4th scenario you get killed. With not enough prestige or gold, you're done. That doesn't do much to encourage new players to stay with the game. The GM has to look at the new player and just say "Sorry, you just lost everything." Not only gold, but time spent playing the scenarios. Paizo is even kind of admitting this is problem by giving a boon in the beginner's box giving a completely free raise dead.

Note that I don't believe death should be consequence free. There needs to be a risk of death, otherwise nothing matters. Right now, it's just too high of a risk and cost. At lower levels, I think the res should be around 3,000 gold. It's something that would be affordable to lower level groups. And a prestige cost of 12. It's not like you can get that many res's anyways, and lowering the number to 12 would give players 6 total res's, assuming they buy nothing else. And at some point in time, players are going to use their prestige for something.

Grand Lodge 4/5 5/55/5 ***

Tarma wrote:
Paizo is even kind of admitting this is problem by giving a boon in the beginner's box giving a completely free raise dead.

I disagree. They are not admitting there is a problem and this is the resolution. It is just a special reward, nothing more. It wouldn't matter if it was a magic weapon or something else.

Tarma wrote:
Costs

That would require the designers to change the gold system in the Core game. The rules for spell-casting costs in PFS follow those in the CRB.

Also, the lower the price becomes, the less impact death has on the game as you advance. If you make it reasonably affordable for 1-3rd level characters, then by level 6-7, it is no longer a consequence. Keep in mind that at levels 1-3 you are not much different that the various craftsmen, militia, etc that represent the majority of populations. If it was "commonplace" for those characters to be raised, wouldn't that trickle down to NPC's as well? Kinda marginalizes death.

3/5

Bob Jonquet wrote:

The gold equivalent is relatively consistent with the Prestige Point costs and the PFS rules follow the Core.

It costs 8210gp for a PRRPG character to fully recover from death (Raise Dead plus two Restorations for the negative levels). Should it cost less for PFS?

If you check the wealth by level chart (CRB p.399), your character should not have that kind of wealth until at least 5th level.

It should cost less for PFS. Core gives the players and the GM more options than the society. If a player dies, a party that would like them revived can go and rob a noble's house or a caravan to get the money. Or they could be owned a favor to the local temple in exchange for the revive. If one wanted, the dead player could even be brought back as a zombie :)

But none of those options are available in the society. If you die you only have two options, pay the gold or prestige.

Grand Lodge 4/5 5/55/5 ***

Unless there is a discrepancy between the PP cost of a service and standard equivalency to gold, I do not expect any changes. As I said, PFS endevours to follow the Core rules and will not likely "house rule" an alternate pricing system.

Grand Lodge 4/5 5/5

To me, there isn't a more defining thing in an Organized Play campaign than the death penalty.

The penalty has to be meaningful.

Death should HURT. It's not something you are supposed to get back up from. That the game lets you do this at all is a boon. Yes, its sucks to permanantly lose a character, but without a meaningful death you'll run into my next issue:

A light death penalty can RUIN a game.

If there is little to no penalty for death you start to see players trying stupid things cuz *shrug* I'll just get rezzed anyway. This was a HUGE issue for me in LFR.

A harsher death penalty makes people think smarter.

If you are attached to your character you don't want to lose him. if you think he could die in the next room, and you wont be able to get him back, you will think more carefully about how you want to approach that room.

Persoanlly, I LOVE harsh death penalties. It's probably the defining aspect of a game to me. I know I'm in the minority on this as I've come to find a lot of judges who refuse to kill PCs or PCs who are shocked that its even a possibility. No one should go out of their way to kill a PC, but they shouldn't go out of their way to avoid killing one when they have earned it.

Just my 2 coppers.

~Clint

Grand Lodge 5/5

Jake,

The problem with lowering the standard is if you do so, then it sets a precedent for every person who loses a character just shy of being able to afford to raise it. If its lowered to 3000gp or 12 PA, then someone with 10PA/2500gp is going to say that 3000gp/12PA is too high. No matter how low the cost gets set, someone will complain. The lower the cost gets set, the less death matters in the first place, as has already ben said.

As far as losing a scenario and not being able to replay, that means nothing, cause you wouldnt be able to replay it if the character was alive, so there is no difference.

Was your table unable to gather enough loot to get your raised, or did Kogmaw manage to come back?

-Seth ;)

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Tarma wrote:
Death penalties also help chase away newer players.

Are you sure? Because I've seen more than one low-level character die, and the player has always been interested in making a new character and "trying again". Players tell tales of dead PCs like they were war stories.

Similarly, I have to disagree with your assessment that the cost of Raise Dead makes people not want to spend Prestige on anything else until they have it covered. For instance, 99% of characters spend their first 2 PP on a wand of cure light wounds (which happens to be one of the first and best things you can do to keep from dying in the first place). Many high-STR martial characters will spend another 2 PP for quick access to a masterwork composite bow. And it's not that uncommon for certain types of casters to spend their first 6 (or more) PP on an assortment of wands to keep handy (grease, magic missile, mage armor, longstrider, etc).

So although you're correct that the price of death is high, your claims as to the effects of that price are simply not true (or at the very least, not as universally true as you seem to think).

I'm sorry your character died. I have three active characters now and would be sad about any of them dying. But you know what? Knowing that they could die just makes it that much more satisfying when they don't die. :)

The Exchange 5/5 RPG Superstar 2010 Top 16

I can sort of see Tarma's perspective on this. It seems that his issue is not that "death is expensive" but rather "death is expensive, and the payment has to be up front."

I'm now musing about submitting a Quest:

Spoiler:
It might be a flavorful campaign addendum if there were someone in Absalom willing to raise a dead novice Pathfinder in exchange for some level of bondage for the rest of the PC's career. It sounds like a Sczarni or Cheliax kind of bargain, doesn't it?

I can imagine that paying 16 Prestige might release a PC from that kind of blood debt and allow him or her to return to his or her original faction.

Sczarni 2/5

To be totally honest, I'm fine with the concept of having to spend 16 PA to get revived. Have been all along. I purchased my first CLW wand after my first adventure and didn't spend a lick more until I had a bank of 16. I died once in that timeframe, but a party mate was kind enough to pitch in half the cost in gold so I could afford the raise.

Death is a major thing. It means that character can no longer be played if they aren't raised, so it's expensive as all getup to make sure that people aren't just, "Oops, died again, time for my umpteenth rez 'cause, ya know, whatever." Death is to be feared. Lower level characters haven't earned the prestige and respect of their superiors enough for them to want to spend the resources to bring your sorry hide back to life without proper compensation or reason. That's why the prestige is so high, 'cause by the time you've got enough to afford it, your faction leaders have noticed you as a valuable asset.

The only thing I have a grievance about is the fact that now you have to pay for the restoration of the negative levels Raise Dead imposes. Now it's 20 PA or 16 PA and 2760gp to come back (Edit: 24 PA or 8210gp). I still stand by that Death should be a major penalty, but adding this on now, after so long of it being ruled differently, is a bit painful. I don't appreciate it, and neither does my all-too-light gold purse, but it's not quite enough for me to up and quit PFS for good. It's just a lot harder for me when I tend to get killed every few levels for trying to save my lunatics... I mean, party. (Being an arcane-based "healer" is painful...)

Grand Lodge 4/5 5/55/5 ***

Jack-of-Blades wrote:
The only thing I have a grievance about is the fact that now you have to pay for the restoration of the negative levels Raise Dead imposes. Now it's 20 PA or 16 PA and 2760gp to come back.

Actually it is more than that.

Raise Dead is 5,450gp and you gain two permanent negative levels. A Restoration is 1,380gp to resolve one negative level, so you'll need two. That is either 8,210gp to fully recover or 24 PP (16 for RD + 4 for each Resto). Of course you can always mix between the two.

It is important to note that the original cost for PFS was not in line with the Core rules and it was updated for consistency purposes.

Sczarni 2/5

Chris Mortika wrote:

I can sort of see Tarma's perspective on this. It seems that his issue is not that "death is expensive" but rather "death is expensive, and the payment has to be up front."

I'm now musing about submitting a Quest:
** spoiler omitted **

That actually sounds kinda cool. Perhaps a special side-quest/faction or fee tacked onto them until they've paid it off. Logistically, not sure how it'd be incorporated, but just an amusing concept, if nothing else.

Sczarni 2/5

Bob Jonquet wrote:

Actually it is more than that.

Raise Dead is 5,450gp and you gain two permanent negative levels. A Restoration is 1,380gp to resolve one negative level, so you'll need two. That is either 8,210gp to fully recover or 24 PP (or a combination of the two).

It is important to note that the original cost for PFS was not in line with the Core rules and it was updated for consistency purposes.

My bad, miscalculated the PA cost there, but yeah.

And I totally understand WHY they did it, but it doesn't mean I'm not still silently nerd-raging about it. I'm not going to demand it be changed, or even suggest it. I'm just saying I don't LIKE it, 'cause I'm a broke, greedy, little sot that doesn't want to have to spend my meager amounts of coin left after everything. All the more incentive to not die again, I suppose.

Grand Lodge 4/5 5/55/5 ***

lol...horde your gold, improve your diplomacy, and get the other players to pay for your Raise Dead ;-)

3/5

godsDMit wrote:

Jake,

The problem with lowering the standard is if you do so, then it sets a precedent for every person who loses a character just shy of being able to afford to raise it. If its lowered to 3000gp or 12 PA, then someone with 10PA/2500gp is going to say that 3000gp/12PA is too high. No matter how low the cost gets set, someone will complain. The lower the cost gets set, the less death matters in the first place, as has already ben said.

As far as losing a scenario and not being able to replay, that means nothing, cause you wouldnt be able to replay it if the character was alive, so there is no difference.

Was your table unable to gather enough loot to get your raised, or did Kogmaw manage to come back?

-Seth ;)

Took you a while :P

The table was woefully short on gold. I believe we were off by 2,000 or so, and there wasn't enough gear to sell for it. I have yet to receive the scenario sheet, but at this point it is looking unlikely for Kog. Again why it's really penalizing the lower level players. 5,000 gold is a lot to scrape up, and most players aren't going to just hoard their gold.

There's a difference in spending 4 hours of game time for a scenario and getting to reap the benefits of completing it and spending 4 hours in a scenario and dying in it. Not only do you not get ANY benefits, but you can't replay it either.

Yes, there will always be some complaints about the death costs. But lowering the costs makes it somewhat more attainable. And I'm not sure how lowering 4 pp makes it that much more abusable. You're likely to gain only 1 more res from the entire run

3/5

Jiggy wrote:

Are you sure? Because I've seen more than one low-level character die, and the player has always been interested in making a new character and "trying again". Players tell tales of dead PCs like they were war stories.

Similarly, I have to disagree with your assessment that the cost of Raise Dead makes people not want to spend Prestige on anything else until they have it covered. For instance, 99% of characters spend their first 2 PP on a wand of cure light wounds (which happens to be one of the first and best things you can do to keep from dying in the first place). Many high-STR martial characters will spend another 2 PP for quick access to a masterwork composite bow. And it's not that uncommon for certain types of casters to spend their first 6 (or more) PP on an assortment of wands to keep handy (grease, magic missile, mage armor, longstrider, etc).

So although you're correct that the price of death is high, your claims as to the effects of that price are simply not true (or at the very least, not as universally true as you seem to think).

I'm sorry your character died. I have three active characters now and would be sad about any of them dying. But you know what? Knowing that they could die just makes it that much more satisfying when they don't die. :)

From what I have seen, and admittedly this is just antecdotally, death comes less from players making mistakes and more from situations that go badly. My character was killed by taking 24 damage straight from a non-crit damage roll in a tier 1-2 scenario. All the healing in the world couldn't have helped my character. And my group has spend a large amount of time discussing how one can fight the boss in that scenario, since he is a little over powered for the tier. And lemme tell ya, there are not a lot of options :P

So with the way death works, I'm not really sure that there's a real skill component to staying alive. And that's what makes the death penalty even harsher. Not only is it mostly out of your control, but there's not a way to salvage it either.

I do believe that the prestige awards should be a balance to some of these scenarios. So things that slip through can be balanced by rewards.

3/5

Bob Jonquet wrote:
Also, the lower the price becomes, the less impact death has on the game as you advance. If you make it reasonably affordable for 1-3rd level characters, then by level 6-7, it is no longer a consequence. Keep in mind that at levels 1-3 you are not much different that the various craftsmen, militia, etc that represent the majority of populations. If it was "commonplace" for those characters to be raised, wouldn't that trickle down to NPC's as well? Kinda marginalizes death.

Noble's clothes can be purchased for 120 gold, give or take. It's my understanding that if you can afford those, you're already doing better than a large portion of the population. If your character is at the point where they can save up 1000+ gold, you're doing far better than the vast majority of the population. While lower res costs would trickle down to the rest of the population, I don't think it would have that much of an effect.

Silver Crusade 2/5

Tarma wrote:

From what I have seen, and admittedly this is just antecdotally, death comes less from players making mistakes and more from situations that go badly. My character was killed by taking 24 damage straight from a non-crit damage roll in a tier 1-2 scenario. All the healing in the world couldn't have helped my character. And my group has spend a large amount of time discussing how one can fight the boss in that scenario, since he is a little over powered for the tier. And lemme tell ya, there are not a lot of options :P

So with the way death works, I'm not really sure that there's a real skill component to staying alive. And that's what makes the death penalty even harsher. Not only is it mostly out of your control, but there's not a way to salvage it either.

I do believe that the prestige awards should be a balance to some of these scenarios. So things that slip through can be balanced by rewards.

There are *some* modules that are far more lethal than others. However, having played quite a few modules, and GM'd quite a few more (come on, 2nd star!), I can say that I've had only killed 2 pcs in my career, and both of them were caused by player mistakes. With the two players I've had die while adventuring, one died to a nasty longbow crit, because he silhouetted himself on a wall, and the other died due to playing higher than her level really permitted. The longbow guy became a fixture, and wears the badge of "I died on my first mod!" with pride. Sparky, the unlucky lowbie in a higher tier scenario, had her raise paid by those of us high enough in level. Plus, tier 3-4.....you make nearly enough from the party's gains that mod to pay for the raise.

Sczarni 2/5

Tarma wrote:
Stuff.

First off, I don't even want to hear about spending 4 hours playing a scenario, only to die at the end. In my last scenario, the one I played in just over a week ago, we sat down at the table to game at a quarter after 1pm and didn't finish until midnight when we were kicked out by the store.

Everything was going swimmingly until we hit the BBEG at the end, which turned into a SEVEN-AND-A-HALF hour fight... Did I mention this was at tier 7-8?

Longest singular fight in my gaming career, and ya know who died at the end? Me. And that ranger guy. (12d6 Scorching Ray to an unconscious witch; man that BBEG hated me...)

But ya know what? Yeah. I died. Sucks to be me, but thanks to the fact that I'd stored away obscene amounts of PA over the past 23 scenarios, I was able to get rez'd (Half price, even, thanks to a faction dinglehop listed in the Society Guide; I love being Osirian). Even though I died and had to spend my PA and gold to come back, it was still the most fun fight I've ever had. By the end we were all tired and getting a little bored/irritated, but up until that last half hour, it was an absolute blast.

Yes, I'd be horribly upset if Khet died for good and I couldn't bring him back. I'd probably even get all huffy and be a real git about it, but in the end, I'd still come back to play PFS, even with the same rules in place that left my character just short of being able to come back. Why? Because I like the people and the group. Sure, the rules sometimes make me grit my teeth and growl in impotent nerd-rage, but the point is, they're there for a reason, like it or not.

Liberty's Edge 4/5

Oddly enough, in the past few scenarios, almost every one, my high level PC has died at least once. Many of those deaths can be traced to GMing issues, NOT player issues.

It sucks when the GM isn't giving the plkayers all the information in the mod that he is supposed to, so you get a TPK because the GM adds artificial restraints that aren't there by the scenario itself. Add in that the GM didn't understand how a monster's powers worked, basically neutralising my character's attacks way too much for the real way the power works, and it is small wonder that the BBEG killed me when it shouldn'ta oughta have happened.

Irritating.

Sczarni 2/5

Callarek wrote:

Oddly enough, in the past few scenarios, almost every one, my high level PC has died at least once. Many of those deaths can be traced to GMing issues, NOT player issues.

It sucks when the GM isn't giving the plkayers all the information in the mod that he is supposed to, so you get a TPK because the GM adds artificial restraints that aren't there by the scenario itself. Add in that the GM didn't understand how a monster's powers worked, basically neutralising my character's attacks way too much for the real way the power works, and it is small wonder that the BBEG killed me when it shouldn'ta oughta have happened.

Irritating.

While I agree your situation could be filed under "Major Suckitude" and should be reviewed and dealt with accordingly, your average, "Woops, failed my save vs X, now I'm dead," sorta deaths aren't the fault of the Judge and should be handled as per normal. Real people die all the time because their reflexes weren't good enough to get them out of the way of the falling debris, or that someone shot them while they weren't paying attention and now they're dead as a doornail. People are always talking about wanting elements of realism in their gaming, and one element of that is the complete randomness of fate. I can't live forever just because I'm awesome, eventually something is going to get me whether or not I see it coming.

The death of a character due to a Judge not running a scenario or monster properly, however, is rather unfortunate. That is the one element of control that can cause a death that really, is truly unfair to a player. If their dice rolls screw them over, that's how fate went, if their saves or AC wasn't high enough, that's because of how the character is made/fate interfering. But as for a GM woopsie causing death, perhaps you and your judge/coordinater/VC can figure something out to handle it?

Liberty's Edge

Jiggy wrote:

Are you sure? Because I've seen more than one low-level character die, and the player has always been interested in making a new character and "trying again". Players tell tales of dead PCs like they were war stories.

Similarly, I have to disagree with your assessment that the cost of Raise Dead makes people not want to spend Prestige on anything else until they have it covered. For instance, 99% of characters spend their first 2 PP on a [i]wand of cure light wounds

I agree with the OP on this, at low levels it's brutal IMO. If a low character dies, it sucks because you didn't get to enjoy the character and grow...and instead have to start over. The comment on 99% get WoCL indicates a problem exists within game balance, especially at low levels. I'm not suggesting a WoW approach to game balance (ie nerf until no one needs WoCL) but seems like scaled death penalties until maybe level 3 would be appropriate.

During my first game, my cleric was hit twice and driven to negatives both times. If my character had died, I probably would've said PF isn't the right game for me. I think by 3rd level, a player would've made that decision no matter what.

In home brew or house rule games I've played, DMs typically go light on low levels or allow alternatives, such as quest or starting at higher levels to keep in line with others. Since PFS uses tight rules and predetermined scenarios, there is less room for "going easy". It also becomes harder for the post death new character as others are higher level and skew up the difficulty factor, making it progressively harder to keep up.

I'd be curious to see how many reported 1st characters die and the player never comes back. Boards are gonna be filled with people who stick with it, regardless of deaths.

The Exchange 5/5

Calibrate wrote:

I agree with the OP on this, at low levels it's brutal IMO. If a low character dies, it sucks because you didn't get to enjoy the character and grow...and instead have to start over. The comment on 99% get WoCL indicates a problem exists within game balance, especially at low levels. I'm not suggesting a WoW approach to game balance (ie nerf until no one needs WoCL) but seems like scaled death penalties until maybe level 3 would be appropriate.

During my first game, my cleric was hit twice and driven to negatives both times. If my character had died, I probably would've said PF isn't the right game for me. I think by 3rd level, a player would've made that decision no matter what.

In home brew or house rule games I've played, DMs typically go light on low levels or allow alternatives, such as quest or starting at higher levels to keep in line with others. Since PFS uses tight rules and predetermined scenarios, there is less room for "going easy". It also becomes harder for the post death new character as others are higher level and skew up the difficulty factor, making it progressively harder to keep up.

I'd be curious to see how many reported 1st characters die and the player never comes back. Boards are gonna be filled with people who stick with it, regardless of deaths.

the comment that 99% of the characters get WoCLW is not correct. I know this for a fact. I play 5 characters. 2 have CLW wands, both fill a healer role in the party. My 5th level cleric and my 4th level Bard

(who has had it for 4 or 5 adventures, but has only used it 5 times).
It's kind of funny, for a long time the only character I had that owned a CLW wand was my Cleric - who has SR, so wands often don't work on him. So I'm at 40 or 60% depending on how you look at it. (Except I was 3rd level for each character before I picked one up.)

Jiggy missed the mark on his %.... which is a surprize as normally he is very accurate. I am planning to pick up a wand with my other 5th level character... on the advice of Jiggy (which makes sense).

Of my wife's characters (4), one has a wand (her witch) - though she may be picking one up with her cleric soon, so that would be 50% for her.

The Exchange 5/5

Last week I played in a game that had us pushed up tier. I have sense found out we were mis-informed about how it should have been calculated, but here's what we had:

6 PCs level 4,4,2,2,2,1 which came to 2.5 which the Judge said rounded up (it doesn't, you round down allways). so that made us 3 +1 for a full table and we got stuck in Tier 4-5. We all knew we were overmatched (going in 2 of the 2nds wanted to Play up anyway - so we might have got there over my objects - but anyway, back to the story)

To make a long story short we had one KIA (called for time - we should have lost 2/3 the party). A 2nd level. We pooled money from the mod and basicly only got half money (about 2X what we would have if we had played at tier 1-2). and the KIA guy ended up getting very little gold - but he got raised and had enought to remove one of the neg. levels (maybe enough to remove all).

So what did we learn? Why to play up of course! they Judge will "fix" it! He wont kill us!

Sheesh....

Sovereign Court 3/5

Callarek wrote:
Oddly enough, in the past few scenarios, almost every one, my high level PC has died at least once.

It is rather unfortunate that you have suffered such pain at the hands of your foes, Callarek. I do weep for you.

Fortunately, it does warm the depths of my heart, knowing that you did not suffer so on our last outing. Perhaps it was simply fortune, or perhaps it was due to my own abilities? It may be that you should simply be sure to travel with proper adventurers henceforth, adventurers who are similarly able to keep you from experiencing such harm.

Best wishes,
Lady Gabrielle d'Apcher

The Exchange 5/5 RPG Superstar 2010 Top 16

Calibrate wrote:
During my first game, my cleric was hit twice and driven to negatives both times. If my character had died, I probably would've said PF isn't the right game for me. I think by 3rd level, a player would've made that decision no matter what.

Good evening, Calibrate. It's good to have you with us.

I think back to the very first Gen Con, when Pathfinder Society debuted. I think about players losing their characters to drowning, or to diseases; about entire parties dying in the deserts or in warehouses, and having a terrific time. I remember one player who had lost a character in each of the four adventures.

If you had a fun time playing a character, and he died, then you had a fun time. Whip up a new PC and catch the next train to fame and fortune.

If your cleric had died, you probably would have said that Pathfinder isn't the right game for you. Well, I hope your PC lives and has a breath-taking career, up to and including the Eyes of the Ten. I hope to sit down at a table with you and see him in action. But if not, if the Chronicles hold that your cleric chose a risky short life for the glory of his deity and the Society over a straw death, and if that spoils your enjoyment, then whether Pathfinder is the right game for you, the Pathfinder Society Organized Play might not be the right campaign.

Grand Lodge 4/5 5/55/5 ***

Callarek wrote:
Oddly enough, in the past few scenarios, almost every one, my high level PC has died at least once. Many of those deaths can be traced to GMing issues, NOT player issues.

If the GM was the same every time, why would you keep playing with a GM who does not seem to understand the rules?

OTOH, if it is a different GM every time, either you have the worst luck around, or perhaps, just maybe, the player (you) has a hand in these deaths. If the only commonality in all the cases is you, perhaps you're not being honest with yourself.

Sorry if this sounds like I am being accusatory, it is not my intention, just pointing out how it sounds from someone else's perspective.


Death is kind of a big deal, in my opinion the price for a res should be extremely high. This isn't just "my character is sick" this is "my character took an arrow to the brain". As someone said earlier, if reviving your character becomes easy why bother using tactics in fights? May as well just zerg rush the enemy.

Grand Lodge 5/5 *

nosig wrote:

the comment that 99% of the characters get WoCLW is not correct. I know this for a fact. I play 5 characters. 2 have CLW wands, both fill a healer role in the party. My 5th level cleric and my 4th level Bard

(who has had it for 4 or 5 adventures, but has only used it 5 times).
It's kind of funny, for a long time the only character I had that owned a CLW wand was my Cleric - who has SR, so wands often don't work on him. So I'm at 40 or 60% depending on how you look at it. (Except I was 3rd level for each character before I picked one up.)

Jiggy missed the mark on his %.... which is a surprize as normally he is very accurate. I am planning to pick up a wand with my other 5th level character... on the advice of Jiggy (which makes sense).

Of my wife's characters (4), one has a wand (her witch) - though she may be picking one up with her cleric soon, so that would be 50% for her.

Well, I suspect this is one of those things that sees local variance.

There's about...17 of us who play PFS regularly where I am, and do you know how many characters I've seen shell out 2 PA for a wand of either cure light wounds or infernal healing after their first 2 PA? 100%. And no, I'm not exaggerating. Every single character I've seen, every character belonging to every player, has spent that prestige. And I'm the local GM, so I've run for every character that the players have. It's one of those things people don't even think about anymore - it's "Hey, 2 PA! That's my wand, now what can I buy with my gold?"

So yeah. For my local group, Jiggy's pretty on the money.

Silver Crusade 2/5

Ninjaiguana wrote:

Well, I suspect this is one of those things that sees local variance.

There's about...17 of us who play PFS regularly where I am, and do you know how many characters I've seen shell out 2 PA for a wand of either cure light wounds or infernal healing after their first 2 PA? 100%. And no, I'm not exaggerating. Every single character I've seen, every character belonging to every player, has spent that prestige. And I'm the local GM, so I've run for every character that the players have. It's one of those things people don't even think about anymore - it's "Hey, 2 PA! That's my wand, now what can I buy with my gold?"

So yeah. For my local group, Jiggy's pretty on the money.

Roughly the same around here, and almost a certainty by level 2. Some players pick up something that gives them a bit oomph at early levels, such as a wand of magic missile or enlarge person. But by level 2, pretty much everyone has a wand of clw, and quite a few pack a wand of infernal healing to boot.

Silver Crusade 1/5

I just had a 5th level Magus Killed in Feast of Ravenmore it was a TPK luckliy I had enough PA to have a Raise dead done.

For levels 1 ro 3 Imo if you are killed in the course of the game start a new character for anything above 4th since you can not replay serarios for credit you should make any deal possible to bring your character back either pay gold or the 16 PA +the gold or PA to by the 2 full restorations. I am at the point now where I can only play season 3 senarios due to the fact that I have played all most all the older senarios as I have 1 el 10 paladin and an EL 11 thief burns most of all the senarios that are availble.

Death has to have some meaning but I feel that the 16 PA is fine but the extra 4 PA for the 2 Full restorations is a bit excessive.


Chris Mortika wrote:
I think back to the very first Gen Con, when Pathfinder Society debuted. I think about players losing their characters to drowning, or to diseases; about entire parties dying in the deserts or in warehouses, and having a terrific time. I remember one player who had lost a character in each of the four adventures.

Some people like "hard mode". Some people like "easy mode". It's all a rich tapestry.

The Exchange 5/5 RPG Superstar 2010 Top 16

Agreed. It's just tricky to accommodate both in one organized play environment.

RPG Superstar 2012 Top 32

I think PFS should switch to hardcore personally and remove all Raise Dead options. That's the way I play and it makes me far more circumspect when it comes to fights. There's nothing more damaging to verisimilitude than watching other characters go charging in because they know every fight is tiered and death is only a few thousand gp. It reminds me of the thread where fighter types were complaining about the wizard webbing some ghouls and telling everyone to switch to ranged weapons. Perfectly sensible tactics, if death matters. There should be a real sense of fear in every fight that this might permanently end a characters life.

It also means I have oodles of PA to spend on country estates and other shiny things instead...

Grand Lodge 5/5 ****

There never will be a perfect solution that suits everyone. But I think overall Paizo tries hard.

For new starters - you can get a boon of free resurrection until you reach 20 PA playing the whole Beginner Bash. This would have helped the above scenario where someone has his first character but hasn't gamed enough yet to be able to affort resurrection.

Once you are at 20 PA you should be able to fend for yourself. Or if it is a second (third) character that dies, then it hopefully isn't necessarily the end.

Players who like it more tough don't have to take these options - so they should be fine as well.

But in the end - each Death of a character is unique. It should matter - but it also shouldn't destroy the enjoyment of a player to never come back.

Short term grief is different - as it allows us to value so much more what we actually have and contributes long term to more enjoyment.

But as I said - each Death is individual and there will never be a simple rule that is perfect in each and every case.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Chris Mortika wrote:
Agreed. It's just tricky to accommodate both in one organized play environment.

Lately I'm starting to think you just have to find the right GM and you don't have any worries.

5/5

Well first off some mods can be DEADLY. Such as having a save or die mechanic in there. These are really my only complaints about PFS. Having said that it is also extremely rare.

For the most part player death really has a player part in it. However you choose to interact with an encounter, plus character builds.

Playing up should always cause increased risk.

I have burnt through a wand ClW in a single mod. 2PA is cheaper than a raise.

PFS is kinda reminds me of a George Carlin qoute about the meaning of life. Try not to die.

After a player dies they should ask what if any things could they have down wrong, such as drinking a potion or fighting defensively or combat placement.

Making a new character Con is not a dump stat. The most singular way of dying is HP loss. Toughness is a good feat as well. 24 damage in a round in pretty tough for a level one character, but some may not die from it.

During season one my level 2. Rogue almost died from a couple small snakes and poison. I loved it nothing like con damage. These are the things the things that make me love PFS.

The Exchange 5/5

I'm really concerned about the Wand of CLW statements above. Am I playing in a different game? I play in the St. Louis area - at three different venues, at Tier 1-5 or Tier 1-7. I am not seeing a lot of Wands of CLW. I've got 5 active characters above 1st level. Two players I play with real regularly (my wife and son) have a total of 7 characters. That would be a total of 12 characters above level 1. There are a total of 6 CLW wands - two of which were bought within the last adventure because of the advice posted on the board. That would be 50%. Of the tables I have been playing at, I am often running the healer, so maybe it skews the totals, but the number of OTHER characters with wands of CLW (or infernal healing) is very low. Normally the only character with one would be my Cleric or my Bard (or my wife's cleric or witch, or my sons cleric). At the last 3 tables I have judged or played (the ones I can remember) the only CLW wands available were those on my characters or my wifes (I have not played/judged for my son's cleric).
Heck, I may start another thread to ask this, as it is making me wonder about the people I play with. And I play tonight, so I may wonder the room and check the other players there (there should be more than a dozen) and come back and post the results here.

The Exchange 5/5

Red-Assassin wrote:

...(clip a lot of really good comments)...

Making a new character Con is not a dump stat. The most singular way of dying is HP loss. Toughness is a good feat as well. 24 damage in a round in pretty tough for a level one character, but some may not die from it.
...(clip a more really good comments)...

Red-Assassin, I am not sure if I agree exactly with this comment. I would say rather that the singular greatest cause of dying is getting hit. Don't get hit, and don't die.

But this is an old debate. I wont change your opinion, you wont change mine - that's what makes this game fun.

YMMV

Grand Lodge 4/5 5/5

nosig wrote:

I'm really concerned about the Wand of CLW statements above. Am I playing in a different game? I play in the St. Louis area - at three different venues, at Tier 1-5 or Tier 1-7. I am not seeing a lot of Wands of CLW. I've got 5 active characters above 1st level. Two players I play with real regularly (my wife and son) have a total of 7 characters. That would be a total of 12 characters above level 1. There are a total of 6 CLW wands - two of which were bought within the last adventure because of the advice posted on the board. That would be 50%. Of the tables I have been playing at, I am often running the healer, so maybe it skews the totals, but the number of OTHER characters with wands of CLW (or infernal healing) is very low. Normally the only character with one would be my Cleric or my Bard (or my wife's cleric or witch, or my sons cleric). At the last 3 tables I have judged or played (the ones I can remember) the only CLW wands available were those on my characters or my wifes (I have not played/judged for my son's cleric).

Heck, I may start another thread to ask this, as it is making me wonder about the people I play with. And I play tonight, so I may wonder the room and check the other players there (there should be more than a dozen) and come back and post the results here.

I'm with you nosig, locally we are much closer to 0% spend their first 2 PA on that CLW. It's a great idea to have it available, don't get me wrong. But somewhere along the line someone decided that it was IMPERATIVE to do so and a lot of people followed suit. I've bought a few scrolls (I try to keep about 4 handy) but other than that I don't tend to have much extra healing (of course I'm a divine caster so I need them a bit less).

Again, it isn't a bad idea to get that happy stick ASAP. But it really doesn't take long before you can just buy one outright (750 gp). I know money is precious at low levels, but I'd rather buy one than spend PA.

Grand Lodge 4/5 5/5

nosig wrote:

Red-Assassin, I am not sure if I agree exactly with this comment. I would say rather that the singular greatest cause of dying is getting hit. Don't get hit, and don't die.

But this is an old debate. I wont change your opinion, you wont change mine - that's what makes this game fun.

YMMV

I made a Con dump Gunslinger just to aggravate people who think it cant be done :D

2/5 ****

My chief grouse on this is that it should say, in the PFS rules, "Raise Dead costs 16 PA, you will still need to pay for two Restoration spells at 4 PA apiece to recover the negative levels."

What this effectively means is that at 4-5 PA per level, you don't bother raising characters who are under 7th level. If it were actually 16 PA, your threshold for raising dead is about 4th or 5th level.

The Exchange 5/5

AdAstraGames wrote:

My chief grouse on this is that it should say, in the PFS rules, "Raise Dead costs 16 PA, you will still need to pay for two Restoration spells at 4 PA apiece to recover the negative levels."

What this effectively means is that at 4-5 PA per level, you don't bother raising characters who are under 7th level. If it were actually 16 PA, your threshold for raising dead is about 4th or 5th level.

The only KIA I can remember in PFS resently (that I was at the table for) was a 2nd level character. The party pitched in half the loot gained and he was raised (for money) and had one neg level removed before he left the table (I think he said he would have the other removed before playing again - but I'm not sure). OH! and his character had played 3 times before (I think), so he only had 3 ARs.

But, that said...
YMMV


Dennis Baker wrote:
Lately I'm starting to think you just have to find the right GM and you don't have any worries.

Definitely. 99% of these arguments aren't an issue at all in a home game.

Grand Lodge 4/5 5/55/5 ***

AdAstraGames wrote:
My chief grouse on this is that it should say, in the PFS rules, "Raise Dead costs 16 PA, you will still need to pay for two Restoration spells at 4 PA apiece to recover the negative levels."

Why? By spending PP, you are buying a spell-casting service, the same as if you paid cash for the spell. The spell description/s specifically addresses the negative level issue and the rules for permanent negative levels is in the CRB. There is no need, IMO, to restate it in the Guide.

If we did that, what about Remove Disease or Neutralize Poison? Should we state that you still need time or a Restoration to recover the ability points?

I'm just not in favor of adding more language to the Guide if the issue is already clear in the Core rules.

Liberty's Edge 5/5

nosig wrote:

the comment that 99% of the characters get WoCLW is not correct. I know this for a fact. I play 5 characters. 2 have CLW wands, both fill a healer role in the party. My 5th level cleric and my 4th level Bard

(who has had it for 4 or 5 adventures, but has only used it 5 times).
It's kind of funny, for a long time the only character I had that owned a CLW wand was my Cleric - who has SR, so wands often don't work on him. So I'm at 40 or 60% depending on how you look at it. (Except I was 3rd level for each character before I picked one up.)

Jiggy missed the mark on his %.... which is a surprize as normally he is very accurate. I am planning to pick up a wand with my other 5th level character... on the advice of Jiggy (which makes sense).

Of my wife's characters (4), one has a wand (her witch) - though she may be picking one up with her cleric soon, so that would be 50% for her.

Just because only 40% of your 5 characters have a Wand of Cure Light Wounds, does not mean that of the tens of thousands of characters out there, that the 99% is not correct. I'm not saying it is, I'm just saying it could be.

1 to 50 of 83 << first < prev | 1 | 2 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Death Penalties too high in PFS? All Messageboards

Want to post a reply? Sign in.