New to PFS, trying to get a feel


Pathfinder Society

2/5

As the subject suggests, I'm new to PFS and I'm trying to get a feel for it as I start building my first character. Mainly, I'm curious about common gaming conventions in regards to modules/scenarios, how the DM/Player relationship works under the rules of society play, and general advice for someone starting out!

Couple of questions I have off the top of my head are:


  • Trapfinding? Is it a common thing to need? How commonly are classes played that offer it (and don't trade it away via archetype)? If traps are common, as a player I hate not having trap finders around and try to incorporate it into my characters.

  • How rigidly enforced are things like the Paladin code of conduct? I enjoy playing paladins, but I dislike getting pigeon holed into "Lawful Stupid".

  • Would shenanigans, such as pranks, generally be considered PvP and therefore unwelcome? (example: Standing at the edge of a 10 foot high ledge with the party wizard, and he says "Look at that, quite a fall for dwarf!" and I respond with, "Good thing you'll be down there to catch me!" as I push him over the edge. Even at level 1 a 10ft fall isn't too big a deal, and I'd personally take care of healing his injuries, if any.)

  • Whats the one thing you wish you knew when you'd first started playing in PFS games?

Thanks for any help :)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

I wrote a nice, long reply, but the internet ate it, so now you get the condensed version. ;)

First, welcome!

Traps aren't super-common. Also, Pathfinder lets anyone detect a trap with a sufficient Perception check (and you can take 20 if not rushed). A trapfinder is not a necessity, but rather more like a luxury.

I've never witnessed any paladin issues locally. Unfortunately, that's one of those things that varies by GM - some let you get away with anything, others let you get away with nothing. But generally, if you work with your GM and don't spring anything weird on them, you should be fine. Be collaborative, and things should go smoothly. :)

Most sessions I've attended/run have included a lot of humor. Use your best judgment. Worst-case scenario you announce that you do such-and-such, and the GM says "No, that's PvP" and you move on. There'd only be an issue if you tried to argue about it or something, so no worries there.

What do I wish I'd known? No matter how great your backstory, a PC who can only contribute in one way (even if he's great at it) will get boring eventually. :/

Grand Lodge 1/5

Welcome to Pathfinder Society!

1. yes, traps can be fairly prevalent especially in certain modules and scenarios. It's never not a bad idea to have someone be basically your dowsing rod for traps and it's best to have someone that's able to disable them.

2. Probably one of the more enforced codes as not abiding to them can hold serious consequences during and after scenarios for the paladin.

3. That's up to your GM's discretion. If you're a chaotic character he/she may let it slide quite a few times as long as it does not threaten the other players lives. And a quick laugh among the group may be needed sometimes.

4. Personally, learn all the prestige point/fame point rules and how they can help you and restrict you. That part has led to the most confusion on my part.

3/5 RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1. Traps aren't very common in my experience. So a trap guy isn't needed, but it would be nice. And remember that in addition to rogues, there are trap-based archetypes for the ranger, alchemist, sorcerer, and oracle. So if you want to be that guy, you still have options.

2. The Pathfinder Society routinely asks you to lie, cheat, and steal for the sake of the society. If you are steadfast about playing the paladin code, there will be some missions (and especially faction missions), that you simply cannot do.

3. Anything that would cause damage, even if you offered to heal it, would be considered PvP. And just because you think "Oh, we'll be able to rest and get my healing back after this," that doesn't mean you will.

4. Do your research. Before you're locked into a build (that is, before you play it above first level), post it on the forums to get advice. There might just be an option that's perfect for you, that you don't know about yet.

Sczarni 5/5 *

Pretty much what everyone has said before.

My only addition is that you should expect people to grab you and bring you along for that push attempt. After all one good turn deserves another...

5/5 5/55/55/5

Vastlyapparent wrote:


  • Trapfinding? Is it a common thing to need? How commonly are classes played that offer it (and don't trade it away via archetype)? If traps are common, as a player I hate not having trap finders around and try to incorporate it into my characters.
  • Anyone with a perception score can FIND traps (even magic ones)

    I have a druid thats all about this. It comes up more often than most skills except diplomacy, but if your party doesn't have one its no big deal.

  • How rigidly enforced are things like the Paladin code of conduct? I enjoy playing paladins, but I dislike getting pigeon holed into "Lawful Stupid".

    Entirely dependant on the dm. Despite the goal of a uniform play experience, a lot of the game really comes down to the person behind the screen.

  • Would shenanigans, such as pranks, generally be considered PvP and therefore unwelcome? (example: Standing at the edge of a 10 foot high ledge with the party wizard, and he says "Look at that, quite a fall for dwarf!" and I respond with, "Good thing you'll be down there to catch me!" as I push him over the edge. Even at level 1 a 10ft fall isn't too big a deal, and I'd personally take care of healing his injuries, if any.)

    varies by group. Technically the other player can object.

  • Whats the one thing you wish you knew when you'd first started playing in PFS games?
    [/list]
    Thanks for any help :)

    You ain't stealthing anywhere.

    Do not just make a combat monkey: at least have one out of combat schtick.

  • 2/5

    Thank you all for the responses.

    So from what I can gather by some of the conflicting answers; is that it's going to be a lot like any game, in that it will depend heavily on the individual behind the screen and the other players. Which can be a good or bad thing, depending on how well I mesh.

    Hopefully the people in my area are a good fit.

    All "what do you wish you knew" answers were enlightening too, good stuff to keep in mind while trying to figure out my character build!

    Thanks again :)

    On a side note, my example shenanigan was an actual game moment I had. Shoved the wizard into a dark hole after he made a crack about my dwarf being short. He managed to roll on his landing and took no damage. When I got down he asked me if I thought that was funny, I said "Yes!" And he replied with "Good, then you'll find this hilarious!" And he sparked the dust billowing around my feet, which caused a small explosion. No damage or anything, but I failed a sense motive check and ended up falling on my rear from being startled. And thus began our pranking war, and one hell of an in character friendship. Good times.

    Silver Crusade 4/5

    Traps vary greatly on a scenario by scenario basis. Some adventures have a lot of them, but most adventures have very few, if any.

    You don't have to play a paladin as lawful stupid. This isn't about the GM. It's about how you play the character. Your character WILL have to follow a code (all the major LG and NG gods have their specific paladin codes published in Faiths of Purity), but that doesn't mean being an idiot. Best example I've ever seen of Lawful Good not being Lawful Stupid is still Roy from Order of the Stick.

    I'd say pranks that have any potential to be harmful would be no good under PvP. But I just started playing a gnome bard with the Prankster archetype from Advanced Race Guide, so I'm going to see what types of non-harmful pranks I can come up with. I'm thinking of making a pre-printed card to bring to every game that says "During the mission briefing, I sneak under the Venture-Captain's desk and tie his shoelaces together. Stealth roll = " and then roll a die and write in a number every time.

    I agree with some of the advice above about making sure you have non-combat stuff to do. And backup plans in case you can't do your primary shtick in combat. Flexibility is more important than specialization. But don't go so over-balanced that you're not particularly good at anything, either.

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