Cyphermage Dilemma Faction Mission -Spoiler


GM Discussion

Liberty's Edge

I'm not a DM, but a player & thought this would be best place to get my answer.

Just finished playing Cyphermage dilemma. It was fun until the end. I was not awarded my faction point.

My character is Cheliaxan. My mission was to find cages to hold Hellhounds. To take notes & sketches & bring them back. I found the cages & started to take notes & sketches. The DM asked if I had a rank in engineering, which I don't. He said I couldn't do that since I didn't have engineering. We then said we will break them down or cart them whole whole using the pirate prisoners. He denied that too.

Does Cyphermage Dilemma actually say the only way to successfully complete the mission is to have at least a rank in engineering? If so that part of the mode really sucks.

Thomas

4/5 ****

There are a lot of faction missions which require a fairly high roll in a skill that is trained only. Some days you're just not getting the point unfortunately.

Grand Lodge 4/5

Only a 4- or 5-star GM or VC will have access to the specific wording, but as a general rule you're not expected to succeed in every faction mission and often at least someone in the party has to make moderately hard skill checks to succeed.

Unless the mission gives some reason for secrecy or there are magical glyphs carved into the floor and such, I would have thought that taking the whole cage back should fulfil the requirement. That's a GM call though.

Grand Lodge 1/5

Just lost a wall of text and I am a bit browned off but I will give it another go.

Its the PFS's way of rewarding and encouraging diverse skillful characters (and making characters who INVEST in intelligence and put their favoured class point into skills are getting a leg up). Grog, the dwarvish 7 Int fighter? He's gonna have issues completing some faction missions.

Assuming it wasn't a 'dont let anyone know' type of mission (in which case you are on your own) you DO have options.

Did anyone else have Engineering? If so, you say you have 'a friend' who transports big dangerous animals and such and would they mind sketching the cages for you? You don't have to do it all on your own most of the time though some people can be jerks about helping other factions (a GOOD reason for your character to keep your faction secret instead of having your "character" have t-shirts made and introducing yourself as Captain Cheliax) others can be pretty cool about it.

In that same game? The entire table went to help find a peg legged dwarf for one of the players around riddleport. On the flip side - when it got down to a hostage situation? One of the players didn't trust the BBEG to keep their word, (which endangered their own faction mission), played double or nothing in terms of Prestige and as a result ... well... it didn't end well.

One of my personal gripes is about the faction missions saying one thing and meaning another in the GM's read on text in the adventure. Some faction missions MAY say find X... but the adventure will say (if the player gets a token from X that they have met then they complete the mission)... WTF? The player wasn't told that... and they get hosed.

The GM was playing the LETTER of the faction mission. This is technically correct AND what they were supposed to do. Another gripe of mine, is that GM flexibility varies and I am not sure if the leadership of the PFS has covered that in instructions to GMs. Some GMs reward players who can BETTER the faction mission through creativity - Blueprints? Here is the damn CAGE! Some GMs are nice chaps and are flexible enough to reward creative solutions.

My last gripe is this... lets ASSUME that you have knowledge engineering (the PFS adventure writer did). The DC for that check was LIKELY a DC 20/21 for low tier play and probably DC 25 if playing up. The DCs are stupid high for a lot of these faction mission checks (I needed a DC24 once on a 1st level character and I had thought I was pretty skilled in having a +6 in that skill... it was circumstance bonuses via bribes, and 2 aid anothers that I made it) and are very very very much the 'luck of the dice' with the odds stacked against the player.

That be

Grand Lodge 1/5

Starglim wrote:
as a general rule you're not expected to succeed in every faction mission

Thats a bitter pill to swallow... especially if you've failed back to back missions that were impossible or adjudicated impossible for you to complete and are now behind the 1.5 prestige per game curve.

I've been lucky with some of my characters and one of them is riding the 1.5 curve.

Liberty's Edge

Do any of you DMs have the actual language from to mod? I would like to know whether it is the mod or the DM.

Thomas

Grand Lodge 1/5

He's a 4 star or 5 star - Odds are he's done the right thing. He's GM-ed a TONNE of games under PFS.

Even assuming he hasn't (which is a poor assumption), hes the Venture Captain for your area. Whinning isn't likely to help as the only other escalation point is the Paizo PFS leadership.

I'd lay 100 to 1 odds he just played it entirely by letter of the adventure - which PFS DMs are encouraged to do.

Take it on the chin mate, just walk it off and look forward to your next game. You won't succeed every time.

Shadow Lodge 4/5

Helaman wrote:
He's a 4 star or 5 star mate - Odds are he's done the right thing.

I can confirm that she/he did the right thing according to the mod.

Liberty's Edge

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Sorry, but I don't think its whining when you are given a task with no hope of success. I always thought that the underlying philosophy of the PFS games was to have fun by using the player's creativity, imagination & grit to find solutions to problems, not put a rank in each knowledge skill.

Thomas

Grand Lodge 2/5

Consider the faction points as bonus points. The mission is a mandatory point. That should take the sting out of it a bit. There is nothing worse than a character with a 7 INT fighter complaining they were cheated out of a point when they decided to combat optimize their character.

Grand Lodge 1/5

I don't think Thomas was a Min/Maxed fighter in this case.

Dark Archive 3/5

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I very much dislike how some GM's/players take such a binary approach to success and failure when it comes to faction missions. Why are inventive ways around combat encounters/traps/obstacles encouraged and keep the story flowing, while faction missions are often simple 'Yes/No' situations?

Grand Lodge 1/5

There is supposed to be a "Reward Creative Solutions" clause. I've been fortunate in my GMs and the experience with them on Faction Missions - but I see situations like the one posted and wonder about if there is a reward for creativity implemented by some of the GMs.

My experience has been that faction missions are not binary if the GM is willing to have an open mind and reward creativity. I have not had a negative situation yet as all the GM's I've had go the extra mile.

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

You can't be expected to have every skill in the book and still be an effective fighter/wizard/ etc...

Sometimes asking for help from the party will get you across the line with the missions. (I have been helped on many occasions).

It's was unfortunate that the cages couldn't be transported to someone who you could then pay to analyse them for you.

We don't always succeed at everything we attempt, neither do our PCs.

Liberty's Edge 5/5

Dezhem wrote:
I very much dislike how some GM's/players take such a binary approach to success and failure when it comes to faction missions. Why are inventive ways around combat encounters/traps/obstacles encouraged and keep the story flowing, while faction missions are often simple 'Yes/No' situations?

Because that is the disparity on how faction missions and encounters are written.

Liberty's Edge 5/5

Helaman wrote:

There is supposed to be a "Reward Creative Solutions" clause. I've been fortunate in my GMs and the experience with them on Faction Missions - but I see situations like the one posted and wonder about if there is a reward for creativity implemented by some of the GMs.

My experience has been that faction missions are not binary if the GM is willing to have an open mind and reward creativity. I have not had a negative situation yet as all the GM's I've had go the extra mile.

I do my best to make sure that players have every chance to get the faction mission for their character.

But frankly, the creative solutions, I believe, is a clause in there to not take away treasure from the characters should they find a creative way to avoid a combat encounter. I don't believe the creative solutions clause has anything to do with faction missions.

Grand Lodge 1/5

Hoping that this can be changed then.

Liberty's Edge 5/5

Mike has already hinted about a blog on Monday presumably regarding faction missions for season 4.

Grand Lodge 1/5

NIIIICE

Grand Lodge 1/5

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Many of the faction missions feel like a lottery to me. Pick a random skill, if you have the skill, roll a die and you have a chance of making it. That is about as interesting as a day job roll. I'm looking forward to some changes.

Grand Lodge 1/5

The DC's tend to be a bit tough AND not so obvious either.

Spoiler:

The Frostfur captives: You've got to transport Gobs from A to B. Easy. My Faction Mission? Get an audience with the big cheeze. How to succeed? Its not obvious - in fact its a pain in the a**. You have to take Prisioners from the final battle to deliver to him - there is NO way of knowing (you can guess) that this is how to get an audience with him.

Island of the Impossible (iirc thats the name) needed me as a faction mission to... get a message to the big cheeze... he's ohhhhhh - a long way away. You meet a low ranking officer - do you KNOW he is the way to get the message to the big kahuna? Nope - you may hang onto it... and miss the damn mission. Lets say you DO decide to take a risk. He's indifferent to your plight... with his level I believe its a DC24!!!!! At low tier play, to change his attitude to friendly - Thats FREAKIN HUGE at low levels. A Sense Motive circumstance bonus to diplo, two Aid another rolls AND 20 gold pieces in bribe money got my +6 1st level Diplo cleric across the line - and players do NOT always help one another.

Faction missions can be bullcrap hard.

Voices from the void? Take a rubbing from a shield - I forget the DC but it was reasonable - but high. A lucky toss of the dice got me there.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

**But frankly, the creative solutions, I believe, is a clause in there to not take away treasure from the characters should they find a creative way to avoid a combat encounter. I don't believe the creative solutions clause has anything to do with faction missions.**

Creativity has nothing to do with faction missions? Really? Not like this is a roleplaying game or anything where creativity is the main driving factor, right? Sorry, but I'm a bit miffed at this line of logic from one of the higher ups. One of the biggest things about table top is that players find ways to work around whatever is thrown at them, with the skills and resources they have at hand. To say otherwise is to defeat the whole reason of playing. There is a similar thread here on the board from a long while back addressing a similar issue. Some folks on there applied some very creative methods to work around this whole crap of "Sorry, yer effed cuz you don't have a rank in EVERY skill". Some of these solutions required the purchase of MW tools, access to a library, hirelings, and (most importantly) help from your fellow PCs.

Everything in PFS should be subject to creative solutions. Otherwise we would not need DM's, right? We could convert the whole system into a choose your own adventure book or a video game. "Ok, you see the hellhounds. If you try to sketch them, please turn to page 37 for your failure text."

Liberty's Edge 5/5

Gabe Russell wrote:
**But frankly, the creative solutions, I believe, is a clause in there to not take away treasure from the characters should they find a creative way to avoid a combat encounter. I don't believe the creative solutions clause has anything to do with faction missions.**

Creativity has nothing to do with faction missions? Really? Not like this is a roleplaying game or anything where creativity is the main driving factor, right? Sorry, but I'm a bit miffed at this line of logic from one of the higher ups. One of the biggest things about table top is that players find ways to work around whatever is thrown at them, with the skills and resources they have at hand. To say otherwise is to defeat the whole reason of playing. There is a similar thread here on the board from a long while back addressing a similar issue. Some folks on there applied some very creative methods to work around this whole crap of "Sorry, yer effed cuz you don't have a rank in EVERY skill". Some of these solutions required the purchase of MW tools, access to a library, hirelings, and (most importantly) help from your fellow PCs.

Everything in PFS should be subject to creative solutions. Otherwise we would not need DM's, right? We could convert the whole system into a choose your own adventure book or a video game. "Ok, you see the hellhounds. If you try to sketch them, please turn to page 37 for your failure text."

But the key is, you aren't supposed to get EVERY PP, so you don't NEED a skill rank in every skill. Just accept there will be some missions you aren't equipped for.

Now that isn't to say, that if someone comes up with a way to succeed that effectively supplies the same result as a sleight of hand or disable device, that I won't look at it.

But finding completely new ways to do a faction mission that doesn't really have anything to do with the skill checks the faction mission is asking for, is not how its supposed to work. Creative or not.

Grand Lodge 5/5 ****

Narl wrote:
Many of the faction missions feel like a lottery to me. Pick a random skill, if you have the skill, roll a die and you have a chance of making it. That is about as interesting as a day job roll. I'm looking forward to some changes.

It certainly isn't random. Just have a look at the different factions.

Taldor - the Empire in Decline where nobility still thinks they are 'important'. If you follow Taldor, then it makes a lot of sense to know at least a little bit about how the country you follow works.
Knowledge Nobility as skill might be esoteric - as a Taldan it is a part of life to know at least some basics.

Quadira are traders. So don't be suprised if one day you are send to a new place to scout out new trade routes and to need appraisal to check up items directly at source.

I could go on.

Yes - there are the 'strange' missions and skills. But a lot are actually tailored towards the factions and certain skills tend to be more important for some factions while esoteric or never used in other ones.


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I have to admit that the idea of bringing an entire cage back to HQ and having your boss say "thanks but no thanks, we really wanted a sketch instead" sounds a bit silly to me.

Liberty's Edge 5/5

hogarth wrote:
I have to admit that the idea of bringing an entire cage back to HQ and having your boss say "thanks but no thanks, we really wanted a sketch instead" sounds a bit silly to me.

But, bringing the entire cage back may not be feasible either.

Additionally, I've seen faction missions (specifically Qadiran) where you are supposed to show your mettle by successfully negotiating something, rather than just stealing it. You wanna try to bluff your faction head to convince them you negotiated it?

Just because something "can" be done, doesn't mean it is a good idea, or that it should get your pp.

Lantern Lodge 1/5

hogarth wrote:
I have to admit that the idea of bringing an entire cage back to HQ and having your boss say "thanks but no thanks, we really wanted a sketch instead" sounds a bit silly to me.

My DM (Who is both a four-star and a Venture Captain) let me take the cages home instead of drawing sketches. Of course, I had to use a few charges of my ant-haul wand and pay for shipping on a boat, but it still got done.

Liberty's Edge 5/5

Genuine wrote:
hogarth wrote:
I have to admit that the idea of bringing an entire cage back to HQ and having your boss say "thanks but no thanks, we really wanted a sketch instead" sounds a bit silly to me.
My DM (Who is both a four-star and a Venture Captain) let me take the cages home instead of drawing sketches. Of course, I had to use a few charges of my ant-haul wand and pay for shipping on a boat, but it still got done.

My opinion on faction missions, and I understand that not everyone agrees with me, but here you go:

It is using a Fame/Prestige mechanic that measures how much notoriety you earn as you engage in your chosen profession as a member of the Pathfinder Society. As such, is it really that prestigious to do half of a mission, dump a pile of books, papers or a cage in front of your faction head and say, “sorry, couldn’t complete your task, but here’s the whole lot of it, good luck! Hope you find what you need!”

I’m of an opinion, that the faction heads aren’t going to look too kindly at you if you make their job harder, and thus won’t speak your name glowingly to other members of the faction or other factions or the Society itself, or the public. If they tell you to find some finance reports, and you return with 27 ledgers that they then have to decipher on their own, that isn’t worth them making you look good to everyone else. You didn’t do what they asked, and you made more work for them.

There should be allowances for creative solutions, but the creative solutions should be geared toward actually doing what the faction head asked, not making more work for them.

Grand Lodge 4/5

Andrew Christian wrote:
It is using a Fame/Prestige mechanic that measures how much notoriety you earn as you engage in your chosen profession as a member of the Pathfinder Society. As such, is it really that prestigious to do half of a mission, dump a pile of books, papers or a cage in front of your faction head and say, “sorry, couldn’t complete your task, but here’s the whole lot of it, good luck! Hope you find what you need!”

Actually, Andrew, for this specific mission, taking the cage itself back is exceeding the requirements, since the sketch was for her to have just such a cage made.

Equally, for something like this, there would be plenty of other ways to come up with usable sketches, not just Knowledge (Engineering).

How about Profession (Draftsman) or Profession (Artist)? "She needs a good drawing of the cage, doesn't say anywhere that I need to understand how they work."

Heck, I could see ways to fulfill this task with Profession Slaver, or Profession Trapper/Trapsmith. How about Craft (Cage-maker)?

As I believe that Mark mentioned somewhere, the faction missions just give the most obvious or simplest way to perform the task, it is not expected to be an exhaustive list of how to complete the task. No way it could be, and still stay within word count & page count.

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