| Shurijo |
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The PF Guide says that some classes work better with some factions than others. I've also read that some skills are a better fit with some factions than others.
We're starting a brand new PF chapter and none of us have played with factions before. Does anyone have any tips on which classes and skills work best, okay, and not so great with which faction? I'd hate to see a player design his character around a specific faction just to learn that he doesn't have the right skills to be successful at his faction missions.
Here's what I've gathered so far:
Andoran: Diplomacy
Cheliax: Knowledge (planes)
Grand Lodge: ?
Lantern Lodge:
Osirion: ?
Qadiran: Diplomacy and Appraise
Sczarni: ?
Shadow Lodge: ?
Silver Crusade: ?
Taldoran: Sleight of Hand
Does this seem right? I know it's not a perfect match, but I'm just talking about general skills that align with most of the faction missions.
Thanks
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While I'm sure you could put together this information, it seems very meta-gamey. The faction missions you need to complete shouldn't drive you to create a character with certain skills. The best way to learn what you need to have is playing. Characters aren't meant to always get every PP.
If anything, try to make sure to have at least 1 social skill, 1 knowledge skill, 1 physical skill, and any trained only skills available. Just because certain factions (over)use a certain skill doesn't mean you'll automatically be denied the faction point. The GM at the table is given the power to reward creativity, which means they have flexibility in helping a character achieve their mission (aka allowing someone to use a different skill to complete a task if they can justify the use in helping them achieve their goal).
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In general the most "important" skills are:
- Perception
- Knowledge, especially local/history and nature/arcana/planes for creature identification
- Diplomacy, with Intimidate & Bluff following close behind
These will serve in helping solve faction missions as well as the primary over-all mission. Adding in some trained only skills like Linguistics, Use Magic Device, & Sleight of Hand are extremely useful. Traps are becoming a more prevalent challenge, so having Disable Device is increasing in popularity.
My best advice is just have a wide array of trained skills. For local groups that play together often, try to build around diversity and you will vastly increase your chances of success whether faction missions or otherwise.
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In general the most "important" skills are:
- Perception
- Knowledge, especially local/history and nature/arcana/planes for creature identification
- Diplomacy, with Intimidate & Bluff following close behind
I agree in principle, but I can't resist nitpicking :D
Perception is like a cell phone.. you don't really NEED it because if it becomes necessary to use it.. everyone else around you is going to have it ;D
I'd bump diplomacy up on the precedence. Not every faction mission requires diplomacy of course.. but it sure seems like every scenario does have ONE mission that requires it. If it's not yours, odds are good that somone else at the table could use your assistance on it.
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Bob Jonquet wrote:In general the most "important" skills are:
- Perception
- Knowledge, especially local/history and nature/arcana/planes for creature identification
- Diplomacy, with Intimidate & Bluff following close behind
I agree in principle, but I can't resist nitpicking :D
Perception is like a cell phone.. you don't really NEED it because if it becomes necessary to use it.. everyone else around you is going to have it ;D
I'd bump diplomacy up on the precedence. Not every faction mission requires diplomacy of course.. but it sure seems like every scenario does have ONE mission that requires it. If it's not yours, odds are good that somone else at the table could use your assistance on it.
I'd say you've got perception and diplomacy backwards. You only need one diplomat in every group, but perception often determines who gets to act and who doesn't in a surprise round, so everyone needs it.
| james maissen |
You only need one diplomat in every group, but perception often determines who gets to act and who doesn't in a surprise round, so everyone needs it.
I've gotten more millage out of stealth for who gets to act/doesn't in a surprise round.. but then I like to cause them rather than have others cause them.
-James
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Perception is like a cell phone.. you don't really NEED it because if it becomes necessary to use it.. everyone else around you is going to have it ;D
I'd bump diplomacy up on the precedence. Not every faction mission requires diplomacy of course.. but it sure seems like every scenario does have ONE mission that requires it. If it's not yours, odds are good that somone else at the table could use your assistance on it.
My list was not intended to be in any ranking order. Just that, in my experience, as both a player and GM, those are the most important and most often used skills whether we be talking faction mission or combat/non-combat encounter.
As far as the other part, why wouldn't your theory about Perception apply to Diplomacy as well? Hell, any skill could be assumed that someone else at the table will have it. Using that logic, I would recommend taking more obscure skills that others at the table are not likely to have, so you can be the "savior" when the unusual Knowledge(engineering) or Linguistics check is called for.
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Fromper wrote:You only need one diplomat in every group, but perception often determines who gets to act and who doesn't in a surprise round, so everyone needs it.I've gotten more millage out of stealth for who gets to act/doesn't in a surprise round.. but then I like to cause them rather than have others cause them.
-James
many encounters in PF, not just in PFSOP start with something like this.
"The PCs are ambushed, it is a DC 15 perception check for them to be able to act in the surprize round". Miss the perception, miss the surprize round AND if you are low in the Init order, you are likely to be going after the ambushers have gone twice. That is two rounds of actions on thier part while you are flat footed.I play a LOT of Stealth based characters. I like to go in the surprize round. (One of my Rogues took a level in Wiz(Diviner) just to be sure to go in the surprize round (+14) Init) - I almost NMEVER get a chance to surprize the bad guys - even scouting ahead of the party (it usually means I set the ambush off early - which is why I took the level of wizard and max out my Init. I set the ambush off and scramble quickly back to the party). Being able to surprize the BBE is VERY dependant on the Judge - and some just HATE to loose the chance to surprize the party.
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deusvult wrote:Perception is like a cell phone.. you don't really NEED it because if it becomes necessary to use it.. everyone else around you is going to have it ;D
I'd bump diplomacy up on the precedence. Not every faction mission requires diplomacy of course.. but it sure seems like every scenario does have ONE mission that requires it. If it's not yours, odds are good that somone else at the table could use your assistance on it.
My list was not intended to be in any ranking order. Just that, in my experience, as both a player and GM, those are the most important and most often used skills whether we be talking faction mission or combat/non-combat encounter.
As far as the other part, why wouldn't your theory about Perception apply to Diplomacy as well? Hell, any skill could be assumed that someone else at the table will have it. Using that logic, I would recommend taking more obscure skills that others at the table are not likely to have, so you can be the "savior" when the unusual Knowledge(engineering) or Linguistics check is called for.
I like this! Take a core of skills and a few odd-balls! that makes your character unique and memorable. Who wouldn't notice the Barbarian with ranks in Profession (hair-dresser)!
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As far as the other part, why wouldn't your theory about Perception apply to Diplomacy as well? Hell, any skill could be assumed that someone else at the table will have it. Using that logic, I would recommend taking more obscure skills that others at the table are not likely to have, so you can be the "savior" when the unusual Knowledge(engineering) or Linguistics check is called for.
I suppose it matters whether you know what the other people at the table will be playing. I never have known even what people I'll be playing with, let alone which characters they'll be deciding to use. Forgot that some people play with the same people and the same characters session after session :D
If you have no idea what else will be at the table, perception is a safe 'dump' skill since the odds are so low that everyone ELSE will consider it a dump, and you only ever need 1 person really to succeed on most perception checks anyway. OTOH, the only way to guarantee that Diplomacy (or most any other skill.. besides Perception ;) will be at a table is to take it yourself. I mentioned Diplomacy specifically because it's so commonly necessary in at least one faction mission per session.
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Bob Jonquet wrote:
As far as the other part, why wouldn't your theory about Perception apply to Diplomacy as well? Hell, any skill could be assumed that someone else at the table will have it. Using that logic, I would recommend taking more obscure skills that others at the table are not likely to have, so you can be the "savior" when the unusual Knowledge(engineering) or Linguistics check is called for.I suppose it matters whether you know what the other people at the table will be playing. I never have known even what people I'll be playing with, let alone which characters they'll be deciding to use. Forgot that some people play with the same people and the same characters session after session :D
If you have no idea what else will be at the table, perception is a safe 'dump' skill since the odds are so low that everyone ELSE will consider it a dump, and you only ever need 1 person really to succeed on most perception checks anyway. OTOH, the only way to guarantee that Diplomacy (or most any other skill.. besides Perception ;) will be at a table is to take it yourself. I mentioned Diplomacy specifically because it's so commonly necessary in at least one faction mission per session.
Which is why I ALWAYS ask what people are playing at the table. That way I can have the part that isn't being played. Otherwise you sit at the table with PCs that look just like yours. No one has Face skills? I play a Face PC. We don't have a Healer - out comes a Healer and I have my guy at the table. Are we missing a Trapsmith? So I pull that. That way we have a balanced table, and I don't have to play second fiddle (or just as bad, overshadow another PC). I guess it helps that I ensure I have several characters able to play each tier I set at. All different, with different skill sets. My only real problem is when I set at a table and all the other players are playeing the same thing... then I only get to cover one of the gaps, or maybe two.
If everyone has Perception though... that one is good. The only guy that doesn't need Perception is the guy that doesn't need to go in the surprize round - the guy who figures he'll live thru the BBE catching him flatfooted.
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I would not rely on another players skills, even with trpafinding. Sure a well rounded table helps if playing up, playing up is a little hard to do, total apl at mid tier.
Additional traits is a great feat, if you want a well rounded PC. I have used it a couple times for to get skills as class skills.
As far as skills, knowledge planes, or religion are skills that I find that hurts most parties when they lack it at higher level.
| james maissen |
many encounters in PF, not just in PFSOP start with something like this.
"The PCs are ambushed, it is a DC 15 perception check for them to be able to act in the surprize round".
They should not, especially if the 'ambushers' can't see the PCs...
Being able to surprize the BBE is VERY dependant on the Judge - and some just HATE to loose the chance to surprize the party.
Find better judges.
-James
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nosig wrote:
many encounters in PF, not just in PFSOP start with something like this.
"The PCs are ambushed, it is a DC 15 perception check for them to be able to act in the surprize round".
They should not, especially if the 'ambushers' can't see the PCs...
nosig wrote:Being able to surprize the BBE is VERY dependant on the Judge - and some just HATE to loose the chance to surprize the party.Find better judges.
-James
LOL! find better judges! I don't even have control of what players will be there! (isn't this PFSOP? the only way I can control who the judge is at the table is to - be the Judge myself.)
Well, in a perfect world I would agree with you that "They should not, especially if the 'ambushers' can't see the PCs...", but I fear that I am playing PFSOP. Many adventures have at least one ambush, and more than a few have all ambush encounters. The only way I have found to be sure to go in the surprize round is to have a Diviner Wiz - and even then I have the judge say -
"roll init. You don't see anything out of the ordinary - what do you do?"
"Do I get a perception check?"
"That's a move action and would be your turn for the surprize round - is that what you want to do?" (this is a kind judge, some will just hav me roll the perception and what ever the outcome my turn is done and we are in the surprize round where the BEEs can go, and I have already gone). So I normally just shout and cast Vanish (and step 5').
| james maissen |
LOL! find better judges! I don't even have control of what players will be there! (isn't this PFSOP? the only way I can control who the judge is at the table is to - be the Judge myself.)
You certainly can do so. You can also work locally to improve the quality of judges in your area.
I recall during LG when I traveled the states playing there were some areas that did this while others did not. There were some that did that had phenomenal return for it. The Bay area (San Fran) comes to mind for me there. They nurtured their judges and raised them as a community. It was a wonderful experience to go and play there,
James
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Well, goodness. how do I reply to that james? I have been teaching this game of ours for over 30 years. For LG I pulled in more than a hundred persons. Players, Judges, Mod Writers, even organized a few CONs. I like to think one of the reasons I am on this board is to teach (and learn) this little game of ours. But I am also a realist. I would not tell you to changes judges just because they do not play the way you want them to. If I were to go to a con now - say Winter War at the end of January, and I plan to play (insert any number of current PFS adventures) I know there will be an Ambush Encounter. Every PC will be required to roll a Perception check. I will ask the Judge if I can Take 10, (my current campaign to "improve the quality of judges") and maybe I'll get to do that. Every PC that gets XX will get to respond to the ambush - MIGHT even get to go in the Surprize round. Every PC that fails their own roll will not get to go.
Compare that with the Diplomacy roll. In this same adventure I will guess there will be at least one Diplomacy Encounter (even if it is just for Gather Information). The party that my PC is part of will turn to our party Face Character - which might be me - and perhaps the Judge will let everyone else roll to aid him. If it is my character, again I will ask to Take 10, and if I'm lucky I'll get to anounce something like "I get a 26, plus the 2 aids from the rest of the players gives me a 30" and I'll RP the encounter up - playing my little Harlot in her Diplomatic best. Diplomacy rolls are often done as a group. For faction missions my face characters I pass out the following:
Contract offer:
During the course of our upcoming mission, if at any time
you find yourself in need of my special talents used in a discrete
fashion, you may feel free to request that I fulfill some task for
you. No questions asked. I am quite good with influencing
people, and I do have many other skills that would be at your
disposal. And I am always discrete.
In return, I would like to think I could call on you at some
point to assist me with a small task, something that I feel I am
unable to do on my own. And I am sure I could also rely on
you to be discrete in these matters also.
I would assure you that I would never ask you to do
anything which you would find overtly distasteful. Nothing
to violate any personal code or vows you have.
Signed: Katisha Lee
Sign here:_____________________________________
| james maissen |
But I am also a realist.
In all honesty its sounding more defeatist than realist.
There is A LOT the gaming community can do to promote change and avoid such. It does take effort and work, but it is doable and has been done in areas in the past.
If a judge is clearly that bad, I would tell you to avoid playing in their games. I would also see how amenable they would be to learning to run things better, but failing that I would not use them as a coordinator, and would avoid them as a player.
If you don't do anything about it, then the game suffers.
Encounters do not start at a distance based on the size of the battlemat. Encounters are not scripts, writers do not dictate surprise rounds and judges do not trounce all over the rules of the game in their ignorance.
Repeat it after me. And then to them, the writers and even a few people that might listen.
-James
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stuff
Hrmmm, so if GM's don't run their game the way you think they should, they are somehow "that bad?" Very presumptuous.
There are those who like being ambushed. Losing initiative adds a level of difficulty to the encounter and some players enjoy the extra challenge. There are plenty of cases where the BBEG should/would know you are coming. I would prefer ambush to the BBEG just sitting in its lair waiting for me to come and defeat it.
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nosig wrote:But I am also a realist.In all honesty its sounding more defeatist than realist.
There is A LOT the gaming community can do to promote change and avoid such. It does take effort and work, but it is doable and has been done in areas in the past.
If a judge is clearly that bad, I would tell you to avoid playing in their games. I would also see how amenable they would be to learning to run things better, but failing that I would not use them as a coordinator, and would avoid them as a player.
If you don't do anything about it, then the game suffers.
Encounters do not start at a distance based on the size of the battlemat. Encounters are not scripts, writers do not dictate surprise rounds and judges do not trounce all over the rules of the game in their ignorance.
Repeat it after me. And then to them, the writers and even a few people that might listen.
-James
James - are you really advicing me to argue with the Judge about the way he runs a PFSOP adventure at a CON? realy? In the game slot? Do you practice this or are you just trying to get me (or anyone who reads this, and does what you say) banned?
I'll address your post line for line in a second, but first ...
Let's take a look at the very first intro Mod - First Steps Part 1.
for ACT 5, the encounter map is drawn on the top of page 17, and takes place on the GameMastery Map Pack: Ambush Sites. With the PC's starting area being being detailed as a 10' by 15' area, and it is 25' from the bad guys.
"Act 5: Jumped (CR 3)
As the PCs complete the fourth and final task on their agenda and head back to the Grand Lodge, .... Along the way, they are funneled into an ambush set up....
If any PC's made their Perception or Sense Motive checks to notice the thugs watching them as the traveled about the city, .... These PC's may act in the surprise round. "
and your statement.
"Encounters do not start at a distance based on the size of the battlemat. Encounters are not scripts, writers do not dictate surprise rounds and judges do not trounce all over the rules of the game in their ignorance."
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nosig wrote:But I am also a realist.In all honesty its sounding more defeatist than realist.
Please, I did not call you names, don't call me names.
There is A LOT the gaming community can do to promote change and avoid such. It does take effort and work, but it is doable and has been done in areas in the past.
yes - this is true. I've done it. am doing it, will continue to do it.
so this is a null statement.If a judge is clearly that bad, I would tell you to avoid playing in their games.
I did not say the Judge was bad. Some are very good, most are good, the few bad ones (when I know them) I try to teach (away from the game) or avoid. But I think it's kind of odd that on one hand you tell me to "promote change" and on the next you advice me to "avoid playing in their game".
I would also see how amenable they would be to learning to run things better,
hmmm. where to start on this line. I tend to avoid conflict (esp. with the Judge) at the gaming table. I like to think I am here on the board so that I can learn to run things better (learned something new today in fact, something I was doing wrong).
but failing that I would not use them as a coordinator, and would avoid them as a player.
Barring the Conventions I have been on the Staff for, I do not get to pic the coordinators. Do you? what position are you in to be able to do that? and avoid them as a Player? how can I "promote change" if I avoid the people who play different from me?
If you don't do anything about it, then the game suffers.
this is a questionable statment at best. Not even counting the fact that I am on this board, so there fore I am doing something about it.
Encounters do not start at a distance based on the size of the battlemat.
See the Spoiler for First Steps.
Encounters are not scripts,
See the Spoiler for First Steps.
writers do not dictate surprise rounds
See the Spoiler for First Steps.
and judges do not trounce all over the rules of the game in their ignorance.
For the most part I would agree with this statement. Though some tend to skuff them up a bit. Even Triad members back in LG days did. My classic quote from a Triad head was the statement "I don't care what the rules say, we don't do it that way in MY region!"
Repeat it after me. And then to them, the writers and even a few people that might listen.
What eactly do you want me to repeat? That James said you are doing it wrong and I need to correct you Mr. Judge? Sorry, I have to much respect for someone takeing the trouble an time to entertain me to argue with him about doing what he is instructed by the Campaign staff to do, in the fashion he is required to.
-James
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But we have wondered way off topic. In an attempt to put this thread back on track I am repeating the first post.
The PF Guide says that some classes work better with some factions than others. I've also read that some skills are a better fit with some factions than others.
We're starting a brand new PF chapter and none of us have played with factions before. Does anyone have any tips on which classes and skills work best, okay, and not so great with which faction? I'd hate to see a player design his character around a specific faction just to learn that he doesn't have the right skills to be successful at his faction missions.
Here's what I've gathered so far:
Andoran: Diplomacy
Cheliax: Knowledge (planes)
Grand Lodge: ?
Lantern Lodge:
Osirion: ?
Qadiran: Diplomacy and Appraise
Sczarni: ?
Shadow Lodge: ?
Silver Crusade: ?
Taldoran: Sleight of HandDoes this seem right? I know it's not a perfect match, but I'm just talking about general skills that align with most of the faction missions.
Thanks
I am not sure any general skill will be aligned to any one faction - I think the Writers sometimes don't seem to connect the faction with the mission. If they did, I would think the following would be true.
Andoran: Disable device (to open manical locks and free slaves)
Cheliax: Knowledge (planes) (for Demons and Devils) also maybe Profession (lawyer)
Grand Lodge: Knowledge (local),
Lantern Lodge: Diplomacy
Osirion: Knowledge (History), and Healing
Qadiran: Appraise and Ride
Sczarni: Stealth and Slight of Hand
Shadow Lodge: Sense Motive and Heal
Silver Crusade: Knowledge (religion)
Taldoran: Knowledge (nobility), Perform (any)
but those are just my take on them.
| Nickademus42 |
I've been lightly following this thread, but I think I'm seeing a miscommunication that's causing some trouble. If I'm wrong, ignore me. If I'm not, let me present this different point of view to Bob and nosig.
I believe what james is talking about is not a matter of preference (or 'his way of GMing') but rather the general idea of a GM bettering oneself. I know for a fact that there are things that a new GM can be taught that will improve his/her game without changing their style or delivery. Things like 'visual aids help players experience the scenario with multiple senses' and 'having players roll damage along with combat can speed up play a bit', even some borderline advice like 'during combat, tell the players after they've sat there for 10 seconds that you're going to delay their character until they think of what they want to do, for the sake of keeping the combat flowing'.
If a GM is willing to take constructive advice and food for thought, they can become better at GMing. A group of players that take an active role in advising new GMs within their community can offer this.
On the other hand, if a GM has a habit that is causing trouble, it is worth mentioning at the end of the slot what you felt/observed based on what the GM did. If they weren't aware of the affect of their actions, they will probably be happy you pointed it out. If they're a dick, they'll tell you off and you'll know to move along.
I think you guys are looking to far into what James is saying.
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Nickademus42 - I don't think I can disagree with anything you say. In fact I would agree with it all. Just read what James said above. If I have misunderstood him, than I am very sorry. Heck, if I offended him in any way I will offer to say I am sorry as that was not my intent. I just could not beleave that someone playing in PFSOP, or in any living campaign would be serious in suggesting:
"Encounters do not start at a distance based on the size of the battlemat. Encounters are not scripts, writers do not dictate surprise rounds and judges do not trounce all over the rules of the game in their ignorance."
or that that I should "Find better Judges".
do you think he was saying that Encounters SHOULD not start... etc? perhaps I misunderstood, but it appears to be do not (stating it as an existing fact) rather than should not (stating a wished for state that we should work tword).
| james maissen |
Sorry, I have to much respect for someone takeing the trouble an time to entertain me to argue with him about doing what he is instructed by the Campaign staff to do, in the fashion he is required to.
I'm sorry.. where to begin:
1. I did not mean to insult you by saying 'defeatist' but rather how I was reading your posts. I was reading it as 'I expect the judges that I play with to ignore the rules, cause surprise rounds ad hoc because they like them, etc and there's nothing I can do about it'.
2. I think that you can effect change. It does not need to be causing a scene at the table. But it doesn't need to be 'well can't do anything about it, that's the nature of things' either. You talk to the judges when they trounce over the rules. If they don't care about the rules or your poor experience based on their ignorance.. then they don't fall into someone to respect nor someone who's doing what he/she is instructed to do.
3. There is a difference between someone who is judging that doesn't know the rules well and someone that doesn't care for your experience at the table. If you find yourself with the later then indeed you need to find better judges. I can't believe that you think that all organized play judges are of that low caliber. Nor can I believe that such is immutable.
-James
PS: As to picking the coordinators.. sure I do. Everyone does. They see who runs something and elect to go or not go to their event. If they run a lousy convention, why would you go? If they run a stellar one then you especially want to go. Moreover you can give feedback- 'thank you for the convention I especially liked X, but found Y troublesome' rather than throw you hands up in the air 'I hope I get someone who will let me do what the rules say that I can' but expect it not to be the case!
| james maissen |
james maissen wrote:stuffHrmmm, so if GM's don't run their game the way you think they should, they are somehow "that bad?" Very presumptuous.
Read into much here?
Bob, if a judge is going to willfully ignore the rules, cause surprise rounds 'cause they like them' on the players.. then yeah.. they are 'that bad'. Whether you believe that's me being presumptuous or not.. they are and it shouldn't be excused let alone catered to, defended and expected.
There are those who like being ambushed. Losing initiative adds a level of difficulty to the encounter and some players enjoy the extra challenge.
That's not challenge Bob, that's fiat. You rolled a natural 20? Sorry, you missed. I rolled a 1 for init on the bad guy.. he'll go first. Took improved initiative? Enjoy the 'challenge'.
This seem right to you?
That's not enjoyment nor is it challenge. It's simply not playing the game.
There are plenty of cases where the BBEG should/would know you are coming. I would prefer ambush to the BBEG just sitting in its lair waiting for me to come and defeat it.
I'd prefer the game to be played honestly and by the rules. The BBEG should not, for example, have more round/level spells up than they could cast during their durations (I've seen that written into an LG mod once) especially when they have no way of knowing when the PCs are even coming in the first place!
Sure a bad guy could hear the PCs approaching, or know from other reasons. But its not a given. And PCs should be allowed to try to use stealth and other things that are a part of this game. Not every table should be played the same nor should there be only one way of playing this game.
In the end the BBEG should be just as omniscient as the BBEG is, not as the judge is. They should not automatically know for example that the dwarf in chain without a spell component pouch is the party wizard and target them cause the tactics say 'go for wizards first' especially when there might be another PC at the table who looks like a wizard.
People will give advice in organized campaigns to avoid certain things based on encountering bad judges. I think you're better served by avoiding the bad judges and educating the uniformed ones.
-James
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I'm not advocating "cheating" or fudging dice rolls. I roll in the open and prefer my GM's to do the same (at least for OP). You seemed to be indicating that any ambush would constitute "unfairness," but perhaps I'm just misreading your intent.
Players are free to use stealth or any other tactic available to try and gain an advantage. It's just that, in most cases, the player-characters are invading their enemies well-defended lair. Often times encountering a number of combats prior to reaching the BBEG. That naturally could provide advance notice.
There are also times when the GM has to "cheat" in favor of the players. There are a number of scenarios that lend themselves to all the encounters being provoked at once. Do that, and the characters are dead for sure.
Honestly, I think both sides of this are looking at it from extreme views and reading too much into what was the intent of author.
I think that nearly every skill has its use, but some are more frequently required than others and a few are a near "must-have," per my original post.
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In PFSOP we (as judges) are instructed to the adventures as written. In the example I selected above - from the very first adventure a player would be expected to play (the first intro mod - First Steps 1) there is an encounter that is an ambush. In the module the only way to detect this ambush is to roll well on Perception or Sense Motive (or to have read the mod. beforehand which, happened once when I ran it - one player drank a potion of blur before the encounter - but that is metagaming, in fact it was cheating, so it doesn't apply here). If you do, your PC may act in the surprise round.
When it was suggested to the OP that Perception was a good skill to have, your advice to him was: "I've gotten more millage out of stealth for who gets to act/doesn't in a surprise round.. but then I like to cause them rather than have others cause them." I objected to this statement, as I run stealthy characters regularly. I have been able to surprise the BBE, but only seldom.
When the adventure states "the PCs are ambushed", as many adventures do, and the only way presented in the adventure to get an action in the surprise round is make a DC X perception roll, than to say: "Encounters do not start at a distance based on the size of the battlemat. Encounters are not scripts, writers do not dictate surprise rounds..." is providing a disservice to a beginer (the OP) in the form of bad advice. Because they do, today, right now. This is the way it works. Can we change that? I like to think so, after all, I'm the guy behind getting people (judges and players) to look at the way the Take 10 rules are being played (and I think having an effect). But we haven't make that change yet, encounters still start at fixed distances, judges and players still suffer from "S.M.S." (Small Mat Syndrome), and going in the surprise round is still dictated by a perception roll (or by having a level in Wiz-Diviner).
If you had said, "Some encounters..." or "writers should not ..." I would have chimed in in support (part of trying to improve the hobby). But what you did was akin to telling a new player who just asked "what kind of weapons should I carry" (and he was advised to get at least one missile weapon), that he doesn't need missile weapons as "Encounters do not start at a distance based on the size of the battlemat. Encounters are not scripts, writers do not dictate ...".
I was giving advice to the OP. Perception is good for every character to have, as it helps determine who goes in surprise rounds in the encounters. I do not feel it would be a skill more of one faction "flavor" than another, and so I would not have suggested it for this post ("Best...skills for factions").
| james maissen |
You seemed to be indicating that any ambush would constitute "unfairness," but perhaps I'm just misreading your intent.
You would be.
I opined that stealth is another way to approach things rather than simply relying upon perception to detect ambushes. That PCs wouldn't be ambushed if they weren't detected, and that further the PCs can ambush the bad guys.
This was responded to in turn with 'many DMs like to surprise the PCs', 'modules call for automatic surprise', and the like. This is not 'any ambush' but rather an encounter that was written as automatic ambush (and I would presume at a distance within where a perception check would have previously discovered them).
I called foul to this. If this automatic ambush is in a scenario then there should be great justification for it and extenuating circumstances surrounding it, but in all honesty any scenario is subject to those running it to adjudicate the actions of the PCs that might not be as imagined by the author. For example a scenario could have round by round tactics for the BBEG, but that doesn't mean that the BBEG can't be killed or otherwise rendered unable to perform that 'script'. Rather its intended to give the judge an insight into how the NPC plans to act.
many encounters in PF, not just in PFSOP start with something like this.
"The PCs are ambushed, it is a DC 15 perception check for them to be able to act in the surprize round".
So the bad guys phase into view/ repop on-top of the PCs? I object to this. If there are scenarios written this way then shame on them. If judges and writers are just doing this then they need feedback telling them that this isn't the way to do things. It's one thing for that to be the planned action, but yet another for it to be decreed by fate (i.e. the writer or judge).
Let's say the scenario has the PCs traveling along a road. The bad guys are brigands lying wait to ambush travelers. The party is presumed to travel on the road and be in the open. The ambushers are hiding behind trees keeping an eye on the road.
A given party elects to travel off the side of the road using stealth. It's perfectly reasonable to the party to encounter the bad guys from their rear watching the road. If undetected the party could either bypass them or ambush/surprise them. Meanwhile if the PCs were detected, both sides would have equal warning and there would be no surprise round. Further if mutually and simultaneously detected it would be based upon the perception scores at what distance the detection occurred and thus at what distance the combat might begin.
Now is that reality? It is in some tables. It isn't in others. Much like stopping at stop lights. In some places it is presumed to be the case but doesn't always happen while in other places it is custom to ignore such and people get upset when you do! Is it presumptuous to say that people should stop at right lights?
Should the judge have the bad guys set to ambush, not travelers coming down the path, but in the middle of the woods 100 yards off that path? If so then something is very 'wonky' either in-game or outside of the game. In-game could be that you somehow thought that the full plate tower shield carrying dwarf that was yelling at the elf to 'BE QUIET we're sneaking!' was stealthy, but that's another kettle of fish entirely. Faced with such a party should expect every enemy to either be waiting for them or long gone, but a party that's truly stealthy should expect that judges let them use these abilities.
If what nosig is saying is correct that this rarely, if ever happens, even when it otherwise should then the general judge pool needs education in it. That doesn't mean screaming matches at the table.. but it does mean socially talking to the people judging.
-James
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I don't disagree with your concept. Surprise, for the most part, should be a tactic, but not necessarily a foregone conclusion or something outside of the ability of the PC's to impact. PC actions should affect the tactics as written and players should feel like they have the ability to affect the flow of the adventure.
However, the fact is, many scenarios are written with the ambush being assumed. In most of those cases, because of the nature of the encounter there is little chance that the PC's will have an advanced opportunity to avoid the ambush, or to reverse it and ambush the intended ambushers. This would apply to prep spells, etc. as well. With a successful Perception check, you may be able to act quickly, during the surprise round, but that won't help your companions who have lower skill modifiers or just fail the DC.
If judges and writers are just doing this then they need feedback telling them that this isn't the way to do things
I'm sorry, but I have to cry foul. If you are so passionate about this topic (an admirable trait) then why don't you have any scenario reviews accredited on your page? I admit, I have reviewed woefully few myself, but I did not suggest it.
I have no problem with the author writing an ambush encounter. As a GM, I am confident in my skills to determine if the players actions will impact the success/failure of the ambush attempt and adjust tactics appropriately. Most of the GM's I have encountered have done this as well. I cannot think of a single occurrence where I felt the GM pulled a "screw the players, this is what happens-period."
There is usually at least one character that fails to succeed at whatever the party was attempting that triggered the ambush, or whatever. I have seen, more often than not, player actions foil a BBEG's plan despite what was written. So, and again this is only my experience, GM's have been very effective at adjusting for IC actions.
| CylonDorado |
Grand Lodge is all over the place. I've had faction missions depend on Sense Motive, Knowledge Geography, and even one where I had to pick a lock :/.
I've only had one for Szcarni (I've played more Scenarios with the character, but they're mostly older, so I get Taldor instead), but all I had to do was climb a pillar (and do some other stuff that didn't require a roll).
Also, the Silver Crusade players like to brag about how easy their missions are. I think they've had three that were just "kill all the undead", like you wouldn't anyway.
But anyway, you never know, really.
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Grand Lodge is all over the place. I've had faction missions depend on Sense Motive, Knowledge Geography, and even one where I had to pick a lock :/.
I've only had one for Szcarni (I've played more Scenarios with the character, but they're mostly older, so I get Taldor instead), but all I had to do was climb a pillar (and do some other stuff that didn't require a roll).
Also, the Silver Crusade players like to brag about how easy their missions are. I think they've had three that were just "kill all the undead", like you wouldn't anyway.
But anyway, you never know, really.
Heh. I played a scenario in the Andoran faction, from a scenario with 2 faction missions, and spend the whole scenario trying to find one of the missions, and find at the end that we succeeded on the mission, the whole party, without even realizing that was what we were looking for.
And the second mission was an easy RP session, I had more problems with the other Andoran than the mission.
| Matteo Falcone |
Way back when it was posted: I'd hate to see a player design his character around a specific faction just to learn that he doesn't have the right skills to be successful at his faction missions.
There are no right skills. There are no perfect faction solutions. Efficient winning matches for all missions that have been/could be written are only hypothetical. What is important is that players seek useful solutions and survive the adventure.
IMHO, self-sufficiency in scenarios is greatly over rated. Faction special skills should not channel the solutions that players might find in any mission. Faction skills should enhance the likelihood of finding solutions that work and make a character fun to play.
As a faction member you also want to score some fame and PP to get rewards. For that you need to be alive at the end of the adventure. You also might want at least a few of the party to be willing to help you do that. Players working for a faction mission should use whatever it takes to get through the circumstance, including the greatest resource at the gaming table: the group. Getting someone else to accomplish your mission is a great solution. Getting others to help you stay alive ... priceless.
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james maissen wrote:stuffHrmmm, so if GM's don't run their game the way you think they should, they are somehow "that bad?" Very presumptuous.
There are those who like being ambushed. Losing initiative adds a level of difficulty to the encounter and some players enjoy the extra challenge. There are plenty of cases where the BBEG should/would know you are coming. I would prefer ambush to the BBEG just sitting in its lair waiting for me to come and defeat it.
If you jump the BBEG, you lose the chance to hear his awesomely terrible villain victory speech.
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Kyle Baird wrote:
If you jump the BBEG, you lose the chance to hear his awesomely terrible villain victory speech.And here I thought that they said them regardless... even while they lie dying in their own blood..
No?
-James
Sometimes you can find a copy of the speech in their pocket. You know, in case they forgot it in the moment.
And your little dog too!
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Bob Jonquet wrote:If you jump the BBEG, you lose the chance to hear his awesomely terrible villain victory speech.james maissen wrote:stuffHrmmm, so if GM's don't run their game the way you think they should, they are somehow "that bad?" Very presumptuous.
There are those who like being ambushed. Losing initiative adds a level of difficulty to the encounter and some players enjoy the extra challenge. There are plenty of cases where the BBEG should/would know you are coming. I would prefer ambush to the BBEG just sitting in its lair waiting for me to come and defeat it.
I remember one of my earliest PFS games involved a BBEG monologue at the end from the deck of his slaving vessel. The PCs rowed up in a dingy to the side of the boat so the slaver could start his spiel. Half way through the Andoran gunslinger raised his hand and very politely stated he would like to shoot the guy. We rolled for the surprise round and he got the shot off mid sentence. It was a musket ball and crit, one-shotting the BBEG and ending the scenario. Talk about anticlimactic!
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Heh. I played a scenario in the Andoran faction, from a scenario with 2 faction missions, and spend the whole scenario trying to find one of the missions, and find at the end that we succeeded on the mission, the whole party, without even realizing that was what we were looking for.
One of my favorites was when a Barbarian PC's player was very confused over what he was supposed to do for his faction mission. Then he, just to roleplay his character, started to pull random stuff out of a pile of junk. I asked for a Perception check, which he passed, finding the stuff he was supposed to.
| Nickademus42 |
My first character was a diviner. They have a class ability to always go first in the surprise round even if they fail their Perception checks (we call in spider senses :P). I remember a villain appearing in a room once and giving a grand monologue.
At the end the GM asked us to roll initiative. I said what about the surprise round? To which he replied, you just hear it. Well, do I get to go since I'm a diviner? The GM say sure!
I rolled a higher initiative, had a wand of scorching ray in my hand already and burned her to a crisp from the shot. Smirking at the GM, so that monologue never happened, did it? No, he said hanging his head, no it didn't.
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Sometimes the BBEG's speech at the end has been building for 3+ hours and it can be extremely anti-climatic if they don't get it out. Often this means I will evoke GM prerogative to launch the soliloquy regardless of actions. Call it a time out. Then progress as normal without negatively impacting the player's actions.
If the speech is that important, a better situation is to set up the encounter such that it'll go off regardless of the character's actions. A well-written encounter will take that into account.