Pathfinder Society: Is it always this tough?


Pathfinder Society

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Shadow Lodge 2/5

Does anyone have a list of the most meatgrinder missions in pfs? I would love to know which ones really put you to the test and see if my group would want to run them if we can convince our gm.


doc the grey wrote:
Does anyone have a list of the most meatgrinder missions in pfs?

You might want to define what you mean by "meatgrinder". Some scenarios are fairly easy except for one or two sucker punches, for instance (I'd put Darkest Vengeance in that category).

5/5 *

doc the grey wrote:
Does anyone have a list of the most meatgrinder missions in pfs? I would love to know which ones really put you to the test and see if my group would want to run them if we can convince our gm.

There are already a few threads for this. Do a search here and in the PFS GM forums.

edit: From a cursory search, here is a relevant thread for you

Shadow Lodge 1/5

sieylianna wrote:
I think PFS modules are too difficult overall for the average player. I think select early modules and many year three and four modules are too difficult for anything except a well optimized home group. Darkest Vengeance is one of the nastier ones, I convinced the RPG organizer to run a different module instead of that one at a con several years back.

This statement doesn't match the reality I've experinced. I've found they were usually, even the season 3 and 4 scenarios, fairly well balanced. Yeah, there are few modules here and there that are tough or may be particularly tough for the right mix of players, but I've seen nothing overwhelming.

Besides, even when it's tough, I think my favorite moments are when half the party is down and you finally score the knock out blow on the BBEG.

That, and good RPing is what it's about.


Spellbane wrote:


Also, did you ever consider backing out of the room you were ambushed in and drawing the enemy to you and away from its advantage point? Sometimes strategy is just as good as being prepared with an answer. A retreat is sometimes the best answer (although I have almost never seen a group do it).

Heh. Did we ever! Unfortunately...

the sad truth:
You row up to the big doors in a canoe so it's pretty much a little rocky landing with your back against a huge darklands lake. You can get in your boats and run for it--but the only way to find the vault is to follow a rope, which the badguy would certainly cut if you left. So if you bail, it's pretty much failing the entire scenario...and you can't ever try it again.
Scarab Sages 5/5

Kerney wrote:
sieylianna wrote:
I think PFS modules are too difficult overall for the average player. I think select early modules and many year three and four modules are too difficult for anything except a well optimized home group. Darkest Vengeance is one of the nastier ones, I convinced the RPG organizer to run a different module instead of that one at a con several years back.

This statement doesn't match the reality I've experinced. I've found they were usually, even the season 3 and 4 scenarios, fairly well balanced. Yeah, there are few modules here and there that are tough or may be particularly tough for the right mix of players, but I've seen nothing overwhelming.

Besides, even when it's tough, I think my favorite moments are when half the party is down and you finally score the knock out blow on the BBEG.

That, and good RPing is what it's about.

It's less fun when 3 of 5 of the party is down on the 3rd round (one dead), the 4 bad guys haven't been scratched and you are out of spells. Which of your friends do you grab and try to run with? Realize that you're all 2nd to 4th level and no one has the PP to get raised...

Been there before. NOT fun. Told them we shouldn't play up...

The Exchange 4/5 5/5 *

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Funny about Darkest Vengeance. That last battle IS brutal. My PC's decided to bypass it.
/spoiler
They kept using channel to heal their target and pull him out.

Shadow Lodge 1/5

Katisha wrote:
Kerney wrote:
sieylianna wrote:
I think PFS modules are too difficult overall for the average player. I think select early modules and many year three and four modules are too difficult for anything except a well optimized home group. Darkest Vengeance is one of the nastier ones, I convinced the RPG organizer to run a different module instead of that one at a con several years back.

This statement doesn't match the reality I've experinced. I've found they were usually, even the season 3 and 4 scenarios, fairly well balanced. Yeah, there are few modules here and there that are tough or may be particularly tough for the right mix of players, but I've seen nothing overwhelming.

Besides, even when it's tough, I think my favorite moments are when half the party is down and you finally score the knock out blow on the BBEG.

That, and good RPing is what it's about.

It's less fun when 3 of 5 of the party is down on the 3rd round (one dead), the 4 bad guys haven't been scratched and you are out of spells. Which of your friends do you grab and try to run with? Realize that you're all 2nd to 4th level and no one has the PP to get raised...

Been there before. NOT fun. Told them we shouldn't play up...

Before you play up, you look around, do you have some front liners? Do you have some healing sources?

If the answer to those things is no, you don't play up.

When you're at a tactical disadvantage (i.e. not scratching the bad guys) that's when you pull out, rather before that, pull out the crossbow, bludgeoning (or piercing/slashing) weapon or the alchemist fire you were carrying because your a smart player and smart players always have a couple backup strategies planned. You also have 14 Dex and 18 Int rather than a 20 int and 10 dex (and at least a 12 con) so you can act effectively use your back up if your spells are used up.

Also, you step out of the room and retreat if need be, heal, go back etc.

If you do those things (and the higher level equivilents), you don't die.

All the best,

Kerney

Grand Lodge

Kerney wrote:
If the answer to those things is no, you don't play up.

IME, you don't have a choice about playing up most of the time. The game days I attend generally have one table per tier, so you don't have much flexibility to put together a suitable group. I am much more tolerant of difficulties when playing up by choice, so being forced to play up with a weak party (Usually due to a 3 or 7 player table) is quite annoying.

Yes, I am referring to scenarios. I have only played one module under PFS rules, Crypt of the Everflame. It was very challenging for 4 first and 1 second level character. We were fortunate in group makeup with a second level cleric and a 1st level cleric with the sun and glory domains. That made up for no arcane (others were my rogue, pre-gen fighter and a gunslinger).

3/5

All scenarios are lethal if you have just a bunch of 0XP characters. The few gold and pp you get from just 1xp are huge. A 1-2 tier scenario with just 0XP characters is very different from the same scenario with a few 2nd levels.

Silver Crusade 4/5

rangerjeff wrote:
All scenarios are lethal if you have just a bunch of 0XP characters. The few gold and pp you get from just 1xp are huge. A 1-2 tier scenario with just 0XP characters is very different from the same scenario with a few 2nd levels.

for most tier 1-2, I agree with you, but there are actually a couple of adventures where having a whole group of 0 xp PCs is still survivable. I'd put First Steps parts 1 and 3 in that category. Barring crits from particular bad guys, any group of level 1s should be able to survive those two.

Liberty's Edge 5/5 5/5 **** Venture-Lieutenant, Indiana—Martinsville

Deeper Darkness? There is a feat that you can burn out an ever burning torch to have as the Daylight spell for one round.

Always liked that feat.

Shadow Lodge 4/5

That feat is for sunrods actually: Equipment Trick (sunrod) called "Like the Sun". It's from the Pathfinder Field Guide.

As for the original question. I've witnessed one tpk and one near-party wipe(my character escaped), but besides those it's been only somewhat challenging so far. Looking at levels and tiers is critical when evaluating scenario difficulty, I find, since what's tpk territory for 1-2 (an alchemist bomber ambush, for instance) is only a hindrance for subtier 3-4 characters. Unless they play up. Some things are incredibly crippling early on, but easy to counter later and do not level well. Swarms, for example.

From what I've seen, once you have enough hit points to not worry about dying when an enemy rolls max damage, discounting critical damage, so typically second or third level; have a source of healing at hand; have enough money for simple countermeasures like alchemical greases and weapon oils, etc, you'll arrive at a plateu of sorts which can last for the rest of the character's career, barring some modules. It's where your survivability is less about your current "build" or level and far more about everyone playing tactically and intelligently. Skill is king.

PS. Granted, my highest-level characters are only at 8th(and one of them started in season 0!) thanks to a very slow local campaign, so things might get gradually crazier once you are nearing the early teens. I wouldn't know, because some of our local crazies are 10th level now and can no longer participate in lower tier games.

PPS. Prepare for swarms of burning bees. "Oh god, not the BEES!"

Silver Crusade 3/5 *

Grimcleaver,

Both of those adventures can definately be difficult. Sometimes a lucky hit on one side or the other can mean the difference between success and failure. Don't give up on Pathfinder Society! I have been playing 3.5 and 4e for years, and I have really enjoyed Pathfinder. Feats like blindfighting make the darkness a little less devastating. Maybe try backing out of a dangerous room and holding a door closed until the enemies spells (or darkness) wears off. In short - keep playing! Most games are better than what you experienced.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Muser wrote:
PPS. Prepare for swarms of burning bees. "Oh god, not the BEES!"

BEES!

1/5

Master of the Fallen Fortress is a brilliant introduction - especially the drama invoked at the end...

More generally - smart play trumps high stats.

1/5

Muser wrote:

That feat is for sunrods actually: Equipment Trick (sunrod) called "Like the Sun". It's from the Pathfinder Field Guide.

As for the original question. I've witnessed one tpk and one near-party wipe(my character escaped), but besides those it's been only somewhat challenging so far. Looking at levels and tiers is critical when evaluating scenario difficulty, I find, since what's tpk territory for 1-2 (an alchemist bomber ambush, for instance) is only a hindrance for subtier 3-4 characters. Unless they play up. Some things are incredibly crippling early on, but easy to counter later and do not level well. Swarms, for example.

From what I've seen, once you have enough hit points to not worry about dying when an enemy rolls max damage, discounting critical damage, so typically second or third level; have a source of healing at hand; have enough money for simple countermeasures like alchemical greases and weapon oils, etc, you'll arrive at a plateu of sorts which can last for the rest of the character's career, barring some modules. It's where your survivability is less about your current "build" or level and far more about everyone playing tactically and intelligently. Skill is king.

PS. Granted, my highest-level characters are only at 8th(and one of them started in season 0!) thanks to a very slow local campaign, so things might get gradually crazier once you are nearing the early teens. I wouldn't know, because some of our local crazies are 10th level now and can no longer participate in lower tier games.

PPS. Prepare for swarms of burning bees. "Oh god, not the BEES!"

I've found a smartly played proper spellcaster, i.e. a wizard (not en evoker, mind), makes a *huuuuuuge* difference at higher levels. If only for their knowledge skills - and its never only for their knowledge skills.

Silver Crusade 2/5

It also has to do with how much prep the GM puts into things and how experianced the GM is. Some scenarios are rough on their own, others are mediocre but can be brutal in the hands of a good GM. Another issue is within the tier discussion is, sometimes the low teir isn't hard but to play up is an absolute nightmare (most season 1 teir 7-11 are a good example of this).

Shadow Lodge 5/5

Ill_Made_Knight wrote:
brutal in the hands of a good GM.

My ears were burning.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

1 person marked this as a favorite.
Care Baird wrote:
Ill_Made_Knight wrote:
brutal in the hands of a good GM.
My ears were burning.

No, he said GOOD GM, not EVIL Gm...

Sovereign Court 3/5

Jander Reiss wrote:
...I have really enjoyed Pathfinder...Most games are better than what you experienced.

Yay, this means I'm >=50% "Better than awful" as a PFS DM!

2/5 *

Imo, your GM didn't do enough prep, especially for a local game.

Part of the prep is to read the reviews. Almost every review for Darkest Vengenance said it was deadly and it should be avoided with level 1 PCs. Six level 2 PCs can do OK.

It also sounds like you didn't have a good (martial) damage dealer in the group, which is even a better reason not to run the toughest scenarios.

So yeah, blame your GM, not the scenario.


The party we had consisted of a variant paladin, a fighter, a cleric and my evoker. The problem was that anyone who found him got premptively attacked and dropped before we could attack, or we'd try to hit and whiff because of the 50% miss chance. We couldn't target with spells--and our cleric was tied up healing every round, until she got dropped.

So this week we did We Be Goblins. I was stressed going in because all there is is pregens--and they looked to be built heavily toward flavor not proficiency. I smelled a wipe. Suprisingly things went pretty smoothly. Part of our fortune was the huge amount of swag the module drops on you either in your starting gear (wand of cure light wounds and bombs!), in the village prelude, and in every encounter. That said, the final boss had a lot of similarities to the boss of the tower module--but we took her out no sweat, and as first level goblins no less.

That free level (and the 500 gold!) will really help my grappling death cleric for next game. Looking forward to trying him out!

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Umm... Just to clarify, We Be Goblins only gives 1 XP, not 3.


I got the sheet back from the DM. Unless he filled it out wrong. It says 4 PP and 3 XP. Weird.

4/5 *

We be goblins is definitely 1 XP and 1 PA.

Grand Lodge 4/5

We Be Goblins is a Free RPG Day module, which is worth 1 XP, 1 PP, about 500 gp; not a regular module, which is worth 3 XP, 4 PP, and around 1398 gp.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

While regular (32 page) modules are good for 3xp and 4 pp, WBG is a Free RPG Day module.

Guide to PFS Organized Play wrote:

Free RPG Day Modules

The 16-page, Free RPG Day modules are shorter than
a normal 32-page module and are more in line with a
normal Pathfinder Society Scenario. Currently, these
include Master of the Fallen Fortress, We Be Goblins!, and
Dawn of the Scarlet Sun. To bring the Free RPG Day
modules more in line with the rest of Pathfinder Society
Organized Play, all current and future sanctioned Free
RPG Day modules will award 1 XP, 1 PP and the gp
amount listed on the Chronicle sheet if using normal
advancement.
If using slow advancement, they award
0.5 XP, 0.5 PP and half the gp listed on the Chronicle
sheet. These apply only on successful completion of
the adventure. If you have played and been awarded
a Chronicle sheet from any of the Free RPG Day
modules listed above, the XP, Prestige Points, and gp
you received remain unchanged. All other rules for
sanctioned module play, found in Chapter 6 of the Guide
to Pathfinder Society Organized Play, should be followed.

4/5

Grimcleaver wrote:
That free level (and the 500 gold!) will really help my grappling death cleric for next game. Looking forward to trying him out!

Before you try him out, check your stats, Pathfinder Society uses a 20 point buy: (See Ability Scores about halfway down)

Str 16 = 10 points, 5 if you went 14+2 from being a half elf
Dex 14 = 5 points
Con 07 = -4 Points
Int 07 = -4 Points
Wis 14 = 5 Points
Cha 14 = 5 Points
--------------------
17 Points (12 if you've already assigned your racial bonus.)

There is no reason to commit suicide by dumping con to 7 on a d8 melee class, you don't have to dump any stats to get those bonuses:

Str 16 = 5 Points (14 bought +2 racial)
Dex 14 = 5 Points
Con 10 = 0 Points
Int 10 = 0 Points
Wis 14 = 5 Points
Cha 14 = 5 Points
-------------------------
20 point buy.

If you WANT to dump stats, you can get to an 18 strength (and 11 Con) by dumping Int to 7 and dropping Cha to 13 (Then increasing one of them at level 4) Or you could get a 17 Str simply by dumping Int to 8.

I REALLY recommend against playing a character with 7 Con, especially since you only have 2 scenarios under your belt. (Double plus specially because you want to play a meleer.) Play something a bit hardier into at least a few sub tier 4-5 scenarios to get a feel for the challenges and get some practice putting the rules into action. If you still want to play a negative Con character then, you've at least got a decent idea of what you're going up against.

And from personal experience, playing a character feels like a straight jacket sometimes: Their personality can be a lot of fun to roleplay, but when it comes to actual mission objectives you keep wanting to point things out to other players or ask questions but then remember "My character wouldn't think of that. >.<" (I try to roleplay my fighter to be like Gourry from "Slayers," but I didn't notice until I had a couple of scenarios under my belt that Gourry really doesn't do much outside of combat other than mispronounce names and annoy Lina.) It's not a big deal if you have some experienced players at your table to take the lead, but if everyone else is quiet and just waiting for the DM to tell them to roll initiative, it can endanger the mission and the session can drag. Finally, if you only get 1 skill point a level, you can't even balance that out by helping the group mechanically with skills.

4/5 *

2 people marked this as a favorite.

Life is too short already for a PFS agent to have a negative con.

4/5

Akerlof wrote:


And from personal experience, playing a character feels like a straight jacket sometimes:

I read over this like 5 times, and still missed it. It should be

"..playing a 7 Int character feels like a straight jacket..."

Maybe it's a straightjacket, maybe it's too close to home. :P

Liberty's Edge 2/5 *

Im playing Darkest Vengeance this weekend. With people telling me it should be retired, Im looking forward to playing it now!

An overlooked but fun module is The Many Fortunes of Grandmaster Torch. It's a very good module to build up some comraderie between players.


Matthew Pittard wrote:
I'm playing Darkest Vengeance this weekend.

With 3 level 1 PCs and a GM-controlled level 1 Ezren, I hope. ;-)


Akerlof wrote:


Str 16 = 10 points, 5 if you went 14+2 from being a half elf
Dex 14 = 5 points
Con 07 = -4 Points
Int 07 = -4 Points
Wis 14 = 5 Points
Cha 14 = 5 Points
--------------------
17 Points (12 if you've already assigned your racial bonus.)

There is no reason to commit suicide by dumping con to 7 on a d8 melee class, you don't have to dump any stats to get those bonuses:

Str 16 = 5 Points (14 bought +2 racial)
Dex 14 = 5 Points
Con 10 = 0 Points
Int 10 = 0 Points
Wis 14 = 5 Points
Cha 14 = 5 Points
-------------------------
20 point buy

That's a fantastic catch! Thanks so much! That's gonna be a big help. I guess with all the up and down tweaking of stats I lost track of some along the way. It's like Christmas.

Liberty's Edge 2/5 *

1 person marked this as a favorite.

Cept in this Christmas the bright glowing star on the tree might be part of a Fireball trap. Fey like it when people group in the 20ft Radius around the Christmas Tree.

Silver Crusade 2/5

It's funny, I picked the pre-gen cleric for my first character in society because I started at a con and didn't really have time to roll or anything like that. To me, it seemed like a balanced type cleric, melee/magic mixed, and of course, I got knocked down to the edge of my life because

mists of mwangi:
I got the skeleton with the great club in Mists Of Mwangi at level 1

When everything was said and done, I had actually blasted through about a half of a wand of CLW in 1 session (my second session to boot).

Later, I had blown through another half of a wand of CLW in another session, I really became known as the healer. People see that, and in all honesty, I hardly ever do a lick of damage anymore (last night, I got a finish because I rolled a crit and max damage on a scimitar strike, and then got a finish because the gunslinger put a dozen rounds into a mob already) but they wouldn't have me join any other way.

I have started my second society character, a sorcerer, and my feeling about the sorcerer is that early level damage is really pitiful as a sorcerer and that to get anywhere, you really need a good selection of save or suck spells, at least until you get second or third level spells. That's just my initial impression though, I haven't really gotten him past 1.

Silver Crusade 2/5

Crit wrote:


I have started my second society character, a sorcerer, and my feeling about the sorcerer is that early level damage is really pitiful as a sorcerer and that to get anywhere, you really need a good selection of save or suck spells, at least until you get second or third level spells. That's just my initial impression though, I haven't really gotten him past 1.

Don't worry about sorcerers, they pick up in a bit. You do have to pick your spells carefully, but once you get 2nd level spells it gets really fun really quick. Magic missile is excellent, and if you pair it with the toppling metamagic you can get some *serious* bang out of that spell. Trip attempts as a 2nd level spell, or 1st if you have magical lineage? It becomes a fun trick for all levels!

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Alexander_Damocles wrote:
Magic missile is excellent, and if you pair it with the toppling metamagic you can get some *serious* bang out of that spell. Trip attempts as a 2nd level spell, or 1st if you have magical lineage? It becomes a fun trick for all levels!

Yeah, that's been everyone's favorite thing to bust out, lately, and I have to admit I'm pretty sick of it, both as a GM and as a player at tables where this happens. It's this kind of thing that drives me to distraction about newer books. Don't they test this crap and realize how big an impact it'll have on games? This and the alchemist force bomb that trips on a reflex save are driving me insane. It's no longer the thf that hits for 50+ damage at 2nd level that is making scenarios no fun to play. It's this stuff.

Grand Lodge 4/5

Apparently some people go their entire career without using it successfully even once.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

TriOmegaZero wrote:
Apparently some people go their entire career without using it successfully even once.

Yow. That boggles my mind...

Edit: Whenever it's been used against me, or I've been at a table with one, the DCs were in the upper teens to mid 20s, depending on the level. It scaled very nicely with what CR was being faced, it seemed to me, and seeing as it's a reflex save, most of the bad guys don't have a chance. It's pretty unusual to find decent reflex saves among PFS bad guys, I've found.

Re-Edit: Reading through that thread is killing me. I could only *wish* those were my experiences so far in PFS, both with this toppling thing and with trip builds. From what I've seen, they completely dominate the games they're involved in.

Silver Crusade 2/5

Trip and Grapple are the things that make or break games at higher level play. Kill their HP (several rounds), or make a single good grapple check. Hmm. I'll stick with the grapple check, thanks.

Grand Lodge 4/5

Drogon wrote:
Edit: Whenever it's been used against me, or I've been at a table with one, the DCs were in the upper teens to mid 20s, depending on the level. It scaled very nicely with what CR was being faced, it seemed to me, and seeing as it's a reflex save, most of the bad guys don't have a chance. It's pretty unusual to find decent reflex saves among PFS bad guys, I've found.

Toppling Spell isn't a Reflex save, it's a Trip against the enemies CMD.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

TriOmegaZero wrote:
Drogon wrote:
Edit: Whenever it's been used against me, or I've been at a table with one, the DCs were in the upper teens to mid 20s, depending on the level. It scaled very nicely with what CR was being faced, it seemed to me, and seeing as it's a reflex save, most of the bad guys don't have a chance. It's pretty unusual to find decent reflex saves among PFS bad guys, I've found.
Toppling Spell isn't a Reflex save, it's a Trip against the enemies CMD.

Right. Sorry. Mixing that up with the force bomb knock prone thing. Just as annoying...

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Alexander_Damocles wrote:
Trip and Grapple are the things that make or break games at higher level play. Kill their HP (several rounds), or make a single good grapple check. Hmm. I'll stick with the grapple check, thanks.

I know it's weird, but I have to disagree. The game is designed for the good guys to win, already. Making it over in one round just makes it boring. I would much rather, were you at my table, that you take a few rounds doing fun things than simply shut it down in a single round without the rest of us having anything else to do with it.

Grand Lodge 4/5

Drogon wrote:
Right. Sorry. Mixing that up with the force bomb knock prone thing. Just as annoying...

Ah, gotcha.

Silver Crusade 2/5

Drogon wrote:
Alexander_Damocles wrote:
Trip and Grapple are the things that make or break games at higher level play. Kill their HP (several rounds), or make a single good grapple check. Hmm. I'll stick with the grapple check, thanks.
I know it's weird, but I have to disagree. The game is designed for the good guys to win, already. Making it over in one round just makes it boring. I would much rather, were you at my table, that you take a few rounds doing fun things than simply shut it down in a single round without the rest of us having anything else to do with it.

I agree, and it is what I do. I play a sorc8/oracle1/paladin2, and he does a wide variety of silly things. What I'm saying is that Paizo goofed in how grapple/trip is basically a fighters save or die trick. Unfortunately, the way PFS is going, it seems like we'll have to use such silly tricks just to survive.

5/5

Alexander_Damocles wrote:
the way PFS is going, it seems like we'll have to use such silly tricks just to survive.

It's an adjustment process. I put most of it on the GMs. In the past they've probably had to TRY to challenge the PCs because the scenarios didn't give them much to work with. Now they have enough to work with, but they're still trying. :-)

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Alexander_Damocles wrote:
Drogon wrote:
Alexander_Damocles wrote:
Trip and Grapple are the things that make or break games at higher level play. Kill their HP (several rounds), or make a single good grapple check. Hmm. I'll stick with the grapple check, thanks.
I know it's weird, but I have to disagree. The game is designed for the good guys to win, already. Making it over in one round just makes it boring. I would much rather, were you at my table, that you take a few rounds doing fun things than simply shut it down in a single round without the rest of us having anything else to do with it.
I agree, and it is what I do. I play a sorc8/oracle1/paladin2, and he does a wide variety of silly things. What I'm saying is that Paizo goofed in how grapple/trip is basically a fighters save or die trick. Unfortunately, the way PFS is going, it seems like we'll have to use such silly tricks just to survive.

Fair enough. Keep up the "wide variety of silly things" and you're keeping things fun. That's all any of us can ask.

And I'll take a moment to agree with Kyle, too. I really do think that this thread showcases a lot of scenarios where the GMs are given the tools to succeed at challenging a party. Normally they are not given those tools (anyone seen the high level scenario with the barbarian with "Come and Get Me" but no combat reflexes nor the rage power that grants extra AoOs? Yeah...).

Whether the result is GMs having to look for ways to challenge parties, and then going on overkill when they are given a plethora of options, or because players take for granted that scenarios will be easy, then are surprised when one isn't, I think the disparity is the problem more than anything else. GMs now need to learn how to provide a challenge without gleefully smoking characters indiscriminately. Right, Kyle? (-;

Grand Lodge 2/5 RPG Superstar 2012 Top 32

So basically, GMs need to learn how to tell how rough an individual scenario is likely to be? Am I following right?


Jiggy wrote:
So basically, GMs need to learn how to tell how rough an individual scenario is likely to be? Am I following right?

I'd settle for players knowing how rough an individual scenario is likely to be.

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