Has PFS gone too far into "hard mode"?


Pathfinder Society

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Dark Archive 2/5

Majority rules. If their current statistics show a majority of parties consist of five players, smaller and larger parties just need to suck it up. If nothing else people oughta wait for season 5 to get in full swing. They might be pleasantly surprised. Who knows?

The Exchange 5/5

The Beard wrote:
thejeff wrote:
Jiggy wrote:
"Devil's Advocate" wrote:
I think it would be wiser to take it back to the smaller table assumption and instead have side notes on how to bump it up for more players.

Why?

What's the reasoning process that leads to the conclusion that "assume 4, have adjustments for 6" is better than "assume 6, have adjustments for 4"?

Possibly that walkovers are better than TPKs?

Assuming that the adjustments don't work properly.
I don't know about that. A fair number of us would much rather fall victim to TPKs than have to constantly deal with undertuned fights.

I vote against this. I can tune my PCs down to the hardness level easier than I can beef up already Maxed out combat machines. And if everything hinges on surviving the combat, pretty soon all we have is Combat Machines.

The Exchange 5/5

1 person marked this as a favorite.
"Devil's Advocate" wrote:
I believe that Paizo switched it to 5, but it has basically always been 4, if that. In the last 2 years or so, PFS went from a standard of 4+ players to 6 as the norm.

enter old gamer dude

heck, some of us remember when it was just 3. Then they added that pesky class (Thief) and all them silly hobbitesse and things went down hill from there...

nurses come to grab the old guy and drag him back to his room
I tell you! I was playing when Druid was a Monster! when we played with lead figures we had to paint oursel....
door shuts

Scarab Sages

I haven't read this whole bleeding thread (just the first handful of posts), but I'll just drop by to say this:

- DM attitude makes a big difference. I know there are "NG" DMs who want the players to win and sometimes flinch if things aren't going that way; "NE" DMs who view the game as a competition between them and players and are therefore 'out to get them' to the best of their ability; "CN" DMs who enjoy "shenanigans" and wind up making the enemies cleverer/more obnoxious than they're supposed to be; "LN" DMs who go by the book to the best of their ability and are ethical but harsh; "LE" DMs who seek to cruelly punish tactics they disapprove of for whatever reason even if it isn't smart tactics for the monsters; "NN" DMs who just want to wrap up the Scenario before the host store closes; "CG" DMs who want the players to win and assist in that by trying to reward creativity, and using discretion in choosing targets while at the same time not pulling punches; and plenty others (though those are the ones I'm most aware of).

- I don't want to see bean-counting/optimization become the order of the day like what happened to World of Warcraft. On the contrary, I want to see people who do that punished by putting them through a myriad of wildly disparate situations (combat, diplomacy, puzzles, survival, mysteries, situations that reward equipment/skills/magic normally regarded as trivial/extraneous, true roleplaying of an inhabitant of Golarion, etc.) that their precious optimized builds will regularly disappoint or fail to help them in, which in my experience Pathfinder Society has been pretty good about doing.

- Did somebody say "puzzles"? MORE PUZZLES, GODSDAMMIT! I loved Grandmaster Torch's "open the boxes" scene in Silent Tide.

Grand Lodge 4/5 **

nosig wrote:


I vote against this. I can tune my PCs down to the hardness level easier than I can beef up already Maxed out combat machines. And if everything hinges on surviving the combat, pretty soon all we have is Combat Machines.

If you think what we have now requires maxed out combat machines, either you have no idea what maxed out combat machines actually are...or your exposure to play skill level must be awfully low. A combat machine, played well can solo even season 4 stuff...even the hard ones. My not so speced fighters at level 8 could 3 round the final fight of fortress of nails...by himself. Two if I roll well on the damage dice...and this is assuming I miss my secondary attack and don't have haste up (or other buffs). Otherwise...yeah it's a one round fight. Or I could just use the archer and force the issue and make it a one round fight.

3/5

Beckett wrote:
They do tend to think about things more through the lens of Cons, I think, which isn't wrong, but could give a different picture than the whole.

I think that this is probably the root of the problem. PFS had done a great job of being relevant beyond big cons, but the campaign really is still intended for cons and thus the scenarios get written for cons with as many characters as possible crammed at each table and the cracks appear so to speak when we look to more community oriented games.


Cold Napalm wrote:
nosig wrote:


I vote against this. I can tune my PCs down to the hardness level easier than I can beef up already Maxed out combat machines. And if everything hinges on surviving the combat, pretty soon all we have is Combat Machines.
If you think what we have now requires maxed out combat machines, either you have no idea what maxed out combat machines actually are...or your exposure to play skill level must be awfully low. A combat machine, played well can solo even season 4 stuff...even the hard ones. My not so speced fighters at level 8 could 3 round the final fight of fortress of nails...by himself. Two if I roll well on the damage dice...and this is assuming I miss my secondary attack and don't have haste up (or other buffs). Otherwise...yeah it's a one round fight. Or I could just use the archer and force the issue and make it a one round fight.

The game is different for different people.

Embrace it, and accept other people being different.

If you do not, how can you cry out if you wind up being the one excluded?

What might be a 1-2 round easy encounter for your character to SOLO, might be a TPK for another GROUP.

So either you have the campaign telling large numbers of people that they are playing the wrong way forcing some to give up the game the way they play it, you have the campaign essentially writing multiple campaigns, or you ask the campaign to try to find a way for everyone to play the same game.

If you let people self-select the level of challenge that their characters can handle, then with just the same oversight that you already need you can achieve the goal of not excluding people from the game they are looking to play.

Your character that can solo the game when he plays at the standard level of challenge for his actual level, might find the right degree of challenge in scenarios built for characters 2 or 3 levels higher. Other entire groups of players might find that the table playing a scenario designed for a party 2 or 3 levels lower is still a nail biter for them.

What is gained by requiring either to play a scenario that isn't appropriate for them?

-James

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
james maissen wrote:
What is gained by requiring either to play a scenario that isn't appropriate for them?

Consistency.

The Exchange 5/5

Cold Napalm wrote:
nosig wrote:


I vote against this. I can tune my PCs down to the hardness level easier than I can beef up already Maxed out combat machines. And if everything hinges on surviving the combat, pretty soon all we have is Combat Machines.
If you think what we have now requires maxed out combat machines, either you have no idea what maxed out combat machines actually are...or your exposure to play skill level must be awfully low. A combat machine, played well can solo even season 4 stuff...even the hard ones. My not so speced fighters at level 8 could 3 round the final fight of fortress of nails...by himself. Two if I roll well on the damage dice...and this is assuming I miss my secondary attack and don't have haste up (or other buffs). Otherwise...yeah it's a one round fight. Or I could just use the archer and force the issue and make it a one round fight.

I beleave I have been quoted out of context. I was casting my vote against the following (which appears to have been trimmed from the my comment above):

"I don't know about that. A fair number of us would much rather fall victim to TPKs than have to constantly deal with undertuned fights. "

I was voting against TPKs to replace undertoned fights. I was being sure that I am not lumped into the group "A fair number of us..." because I do not want to "...fall victim to TPKs...", I would rather "...constantly deal with undertuned fights."

And I stated I can "tune my PCs down to the hardness level easier than I can beef up"... I was not trying to compare damage output ("who has the bigger stick?"

big stick:
I have a 10th level Alchemist that does 4 bombs in a round with a burst radius of 10 feet doing 5d6+10 per touch attack, plus another 15 the second round - that would be 20d6+40, followed up with 60 on the next round. Energy damage... and this does not count the 10' burst radius, so I do AOE damage of 60 to 25 additional squares, Reflex DC saves of 25 for half. Able to exclude 10 of those squares for friends. My damage output a round is normally around 170 points of damage for a single target, going up dramaticly for additional Mooks in the area... But this guy isn't really built to do damage, he's just a buffer character. I let the people I play with do the REAL damage.

SO... which would you rather do? Cake walk the combats every second adventure, or TPK ever second adventure?

Grand Lodge 4/5 **

nosig wrote:


I beleave I have been quoted out of context. I was casting my vote against the following (which appears to have been trimmed from the my comment above):
"I don't know about that. A fair number of us would much rather fall victim to TPKs than have to constantly deal with undertuned fights. "

I was voting against TPKs to replace undertoned fights. I was being sure that I am not lumped into the group "A fair number of us..." because I do not want to "...fall victim to TPKs...", I would rather "...constantly deal with undertuned fights."

And I stated I can "tune my PCs down to the hardness level easier than I can beef up"... I was not trying to compare damage output ("who has the bigger stick?" ** spoiler omitted **

SO... which would you rather do? Cake walk the combats every second adventure, or TPK ever second adventure?

And I did not really care about that aspect of your comment. What I cared about was your thought on the need for maxed out combat machines. The system allows for some ridiculous things currently and the scenarios written as of now are nowhere near you needing those builds. My fighter isn't even all that maxed out. A well optimized archer will do more damage then me by a long shot...and he doesn't even have to walk up to the poor schmuck...much less a maxed out one. What I was picking on was your exaggeration (unless your play base is actually so bad that they can take characters like your alchemist and honestly manages to struggle in season 4...in which case, it's not a matter of system mechanics, it's a matter of human play element that PFS has NO control over).

As for what I would prefer, I pick neither unless your a gimp or an optimizer. If your a gimp, you should TPK. If your an optimizer, you should cakewalk. The game should be made for EVERYONE else. And yes, that means I expect cakewalks unless I am playing up.

4/5

nosig wrote:
Cold Napalm wrote:
nosig wrote:


I vote against this. I can tune my PCs down to the hardness level easier than I can beef up already Maxed out combat machines. And if everything hinges on surviving the combat, pretty soon all we have is Combat Machines.
If you think what we have now requires maxed out combat machines, either you have no idea what maxed out combat machines actually are...or your exposure to play skill level must be awfully low. A combat machine, played well can solo even season 4 stuff...even the hard ones. My not so speced fighters at level 8 could 3 round the final fight of fortress of nails...by himself. Two if I roll well on the damage dice...and this is assuming I miss my secondary attack and don't have haste up (or other buffs). Otherwise...yeah it's a one round fight. Or I could just use the archer and force the issue and make it a one round fight.

I beleave I have been quoted out of context. I was casting my vote against the following (which appears to have been trimmed from the my comment above):

"I don't know about that. A fair number of us would much rather fall victim to TPKs than have to constantly deal with undertuned fights. "

I was voting against TPKs to replace undertoned fights. I was being sure that I am not lumped into the group "A fair number of us..." because I do not want to "...fall victim to TPKs...", I would rather "...constantly deal with undertuned fights."

And I stated I can "tune my PCs down to the hardness level easier than I can beef up"... I was not trying to compare damage output ("who has the bigger stick?" ** spoiler omitted **...

Alchemist:
How did you get 30 Int? Obviously started with 20 and then two raises and a +6 item, but then Feast of Sigils or Eyes of the Ten? Considering the cost of point-buying up to 20, I'm guessing not as much Dex then, so early levels must have been less fun, particularly for teammates, since Precise Bomb is negated on a missed attack roll and that's a lot of damage for them to take on a splash.
Scarab Sages 5/5

Rogue Eidolon

My Alchemist:

Thanks for you clear questions Rogue... I enjoy showing off my 'toons!
you may check the stats on my Alchemist, as I am posting him here. Yes, he is an Elf, and has a Dump Stat (CHA), though I have played that up as a RP part of him from his first adventure. He's used Vermin Repleant from day one, and he smells "funny".

As he uses a Dex mutigen he often adventured in his early games with a 20Dex, and when I could he would use a Reduce Person Extract, so often he would have a 22 dex and get the +1 to hit for small. At 1st level, this would make him +8 to hit with bombs I think... maybe I'm missing something....(+3 dex, +2 Mutigen, +1Dex bump from size, +1 size, +1 Throw anything)... but later I added in Point Blank Shot and Spalsh Weapon Mastery (so I could bump misses slightly). Even with this, I did sometimes roll 1's and splash friends (or myself). Got kind of a reputation for it in fact. ;) 1st level splash damage would be 6, or 3 with a Reflex save of 16. I seemed to splash one bomb every other game or so...

But now that he has Breath of Life infusions, with Poisoners gloves so he can give them out to two other people (who can then give someone a BoL with a touch attack), he's one of my most popular PCs. People like to play with him... 'cause he's fun.

Dark Archive 4/5 5/5 ****

I think, perhaps, one of the issues in "detuning" encounters (especially the final BBEG encounters) is that most of the scenarios I have seen have very few targets.

Making a single enemy a challenge to a group of 6 is really quite tough, due to the economies of actions. Thus, perhaps, the APL+4 encounters. This is really still the case when there are two bad guys.

The "downsizing" I have seen has not been all that effective, in my eyes. I think this is where the devs should be looking at. Let's take for example, an Alchemist BBEG. In one scenario, this Alchemist is downgraded by making him sickened, which for many characters would be quite effective. However, the two things that make Alchemist NPCs so effective are the effectively unlimited use of bombs, and the touch AC attacks.

To balance such a thing perhaps they could limit the number of bombs left for the alchemist (he could have already had an encounter on that day), to perhaps 2-3 instead of 5-6. Perhaps his mutagen has already been used, as well as some of his elixirs.

The same kind of balancing could be done with all spellcasters... reducing the number of spells available.

For more martial bad guys, if the encounters have mooks with the BBEG, you could reduce the number of mooks (of course, the mooks would have be significant enough on their own). Barbarians could have fewer rounds of rage left, or the like.

I think the perception of deadliness in season 4 comes in part due to the assumption of 6 players (which means that the encounters are properly tuned), but a poor job of detuning.

4/5

The Toaster wrote:

Rogue Eidolon

** spoiler omitted **

Spoiler:
So at first level, other than when using the 1 minute duration extract for reduce, he was looking at a +2 to hit an enemy in melee (no Precise Shot) and a miss will splash for 6 damage. Yeah, We had exactly that guy with exactly those stats in a First Steps 1 game I ran--after nearly killing multiple other characters multiple times, the party told the guy that he'd better rebuild next game or they were never sitting with that character again.

Since touch AC on enemies doesn't rise at higher levels, it becomes easier and easier to hit as you level up, but at first it's not always so easy. Touch ACs of around 12 are common even at low levels, and that means a nearly 50/50 chance of missing if the enemy is in melee. Granted, you can just go extract-heavy like my alch did at low levels and just tank at level 1, then grab infusion at 2 and buff the heck out of everyone else.

Anyways, is it Feast of Sigils or Eyes of the Ten that gives you the extra +2 for the 30 Int at level 10? Or am I missing something less esoteric that allows such a high score?

Shadow Lodge 2/5

1 person marked this as a favorite.

alchemist:
My alchemist hasn't bothered with Precise Shot or Precise Bombs, since he's mostly always just targeted squares instead of opponents. With Splash Weapon Mastery, he rarely hits friendlies.

The Exchange 5/5

Rogue Eidolon wrote:
The Toaster wrote:

Rogue Eidolon

** spoiler omitted **

** spoiler omitted **

Rogue:
Why in the world would I throw splash weapon at someone in melee with one of my friends? I mean, other than holy water maybe? If the target is next to my friend, and I need to bomb it, I'll throw at an intersection beside the target, and not next to my friends. To hit AC 5, when I have a +8 to hit. For 6 points, or 3 if it makes a reflex save.

The problem you discribe is not the build but the player. The only time The Toaster ever hit a friend with a splash weapon was when I rolled a "1" to hit, and even then it almost never resulted in a splash on a friend. Ask the players I played with if you have a problem with it. They didn't seem to. And by 5th level he was handing out Infusions, so that other players could self buff. (effectively Potions of Shield, Enlarge Person, etc. all at CL5. Later, one fighter regularly got Displacement and Fly from The Toaster).

When I play a melee guy with a shooter friend at low level, I normally 5' step out of beside the bad guys so I don't effect the shotter. Just like not blocking charge lanes for my melee friends, and blocking them for melee enemies. Moving to provide flank with rogues, etc. This is Basic Tactics 101.

I'm still wondering how this last post relates to your first critique of my PC. You stated "Considering the cost of point-buying up to 20, I'm guessing not as much Dex then...", so I pointed out The Toaster had a 16 dex at 1st level, and often had much better than that in combat (as much as 22). Now that you see I didn't dump Dex, you point out that I have trouble shooting into a melee - something I never claimed to do, esp. in the worst possible way (that you seem to think I would do).

The Toaster is not the guy you played with who set you on fire.

edit: perhaps we should take the Alchemist discussion to a different thread and stop derailing this one.

The Exchange 5/5

Serum wrote:
** spoiler omitted **

exactly.


am I going crazy or did a post get deleted in this thread?

earlier nosig was accusing Napalm of calling him a gimp or an optimizer and swore off further participation in this thread. but now that post doesn't exist? was that someone else or did it in fact go bye bye?

The Exchange 5/5

Tim Vincent wrote:

am I going crazy or did a post get deleted in this thread?

earlier nosig was accusing Napalm of calling him a gimp or an optimizer and swore off further participation in this thread. but now that post doesn't exist? was that someone else or did it in fact go bye bye?

I felt I was over reacting to his post and deleted my hasty response. After reflecting on it a few minutes I felt it was not adding to the conversation and so I removed it. Sorry to have posted it in the first place. I didn't think it had been up there long...

And then I read the first response from Rogue, where he asked about my PC - so I responded to that.

4/5

nosig wrote:
Rogue Eidolon wrote:
The Toaster wrote:

Rogue Eidolon

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

edit: perhaps we should take the Alchemist discussion to a different thread and stop derailing this one.

Don't worry, I GMed that game as I said, didn't play it. None of my characters got singed. I think you've readily explained the incongruity I saw by pointing out that you often significantly lower the damage output in exchange to nearly negate the chance of harming allies, so I think I'm set now other than my curiosity over the source of those last 2 Int if they aren't from one of the two chronicles I've said. It'd be silly to make a new thread for just that, so I'd say just post once more here anyway or PM me to answer that if you feel like it, and otherwise, back to our regularly scheduled complaining about Season 4 difficulty :D

Cheers!

1/5

james maissen wrote:
What is gained by requiring either to play a scenario that isn't appropriate for them?

Tetsu responded that "consistency" is important, but I'll use a stronger word and that's integrity. Even at the lowest levels of sports for kids, we don't adjust the game for each individual player or group of players. The basketball hoop is the same height for everyone. The 50 meter sprint is 50 meters for everyone. Each kids gets three strikes and then he/she is out.

Grant it, PFS is now scaling the scenarios based on number of players, but that's consistent with the rules of PF. It should not scale the scenario based on the choice of the players. If players want to adventure with characters that can't fill the basic roles of the game, then they should go with a home game, or an Adventure Path with a DM that scales it down. In organized play, every party of 4 who plays X-XX should face the same obstacles with the same hit points, the same DC's, and the same tactics.

Once you start trying to tweak stuff for individual groups, you're going to open Pandora's Box. Right now, people are complaining about combat. Well...why can't people who want to focus on combat get scenarios with easier skill checks? If we're going to accommodate players with less combat ability, then we should accommodate players with less RP ability and fewer skills. Why should we exclude those who aren't good at solving non-combat puzzles?

The biggest problem I've seen with difficulty is not the module, but lack of tactics and preparation exhibited by the players, it's not been the builds.


TetsujinOni wrote:
james maissen wrote:
What is gained by requiring either to play a scenario that isn't appropriate for them?
Consistency.

That word you keep using, I don't think it means what you think it means.

Witness this very thread...

-James

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

Yep. Correcting inconsistency with the rules has caused a lot of people to experience a sudden realization that this game is intended to have the risk of failure and death.

Consistency does seem to be one of the goals, though. That's what motivated the WBL correction discussion and what motivated the change to 6 player default.

I seem to recall that you were campaigning for your "players can play up or down at will" vision back in the beginning of season 3 - do I recall correctly?


TetsujinOni wrote:
I seem to recall that you were campaigning for your "players can play up or down at will" vision back in the beginning of season 3 - do I recall correctly?

I'd say I was campaigning for it prior to pathfinder existing, so in that regard I can certainly agree, though the specifics here I do not recall one way or the other.

In every organized campaign that I've played in (and that's a fair number over the years), I've seen the campaign-based pressures in how to play mods/episodes/scenarios/etc impact the experience negatively. The name given for a gaming session might change from campaign to campaign, but that didn't.

In many organized campaigns there have been arms races that alienated a group of players more and more, driving some GMs to soft ball more and more, and eventually getting more and more people to quit entirely.

In PFS I saw something different, yet very similar. You had the opposite, where the scenarios were very easy instead of very hard. However similar contortions occurred in response by those alienated by that choice.

In either case, I find fault with the campaign in that it excluded players that it didn't need to exclude. I don't think that players should be excluded needlessly. Whether they want a tougher challenge than 'normal', or an easier one. Regardless of what 'normal' challenge even means in fact.

Self-selecting the challenge level allows for accepting more players. The price for it is along the lines the current campaign is already leaning to maintain their vision of balance. It seems very simple, and doesn't exclude, pressure, or punish.

-James

Grand Lodge 5/5

nosig wrote:
The Toaster is not the guy you played with who set you on fire.

I'm pretty sure I have actually played with the toaster when he set party members on fire. :)

Scarab Sages 5/5

Cire wrote:
nosig wrote:
The Toaster is not the guy you played with who set you on fire.
I'm pretty sure I have actually played with the toaster when he set party members on fire. :)

Only once! ...well... maybe twice. But that second time hardly counts!

;)

1/5

james maissen wrote:
Self-selecting the challenge level allows for accepting more players.

Self-selecting the challenge level only works if the reward is adjusted accordingly. But once you start giving people different rewards, you introduce the perceived problem that the characters won't compatible with characters who have been choosing a different difficulty. So you've got a Gordian Knot. You can't have different difficulty levels and give the same rewards and you can't give different rewards because PFS believes those characters will ruin the fun or others. And that's ignoring all the resources PFS is going to expend having to go back and try and fine tune three different levels of play and the rewards associated with them.

Of course you haven't addressed my question on why we only have options about combat difficulty, why not have options for skill difficulty, or options for party's that don't have healing, why can't I choose a style of play that doesn't require me to have healing? I'm sure that would be extremely popular.

Quote:
It seems very simple, and doesn't exclude, pressure, or punish.

I have yet to see you propose something that is simple and works. Saying it's simple doesn't make it so.

Scarab Sages

3 people marked this as a favorite.

I do think PFS has gotten harder in the time I've played, and not for the better. I enjoy playing characters that are fun but not super optimized, and these days I don't feel comfortable playing at a table where I'm the only frontline fighter or there's no healer. I don't get to play very frequently, Pathfinder isn't a 'hobby' as much as a thing that I do every now and then when there's nothing else going on. I know very well that many people I play with are the same way, but I'd venture most of us who play that way don't post on this forum, since the very nature of a forum kind of self selects for people who play frequently. Turning it into a murderfest is a great way to take those of us who get a level 5 character in a year of play to simply walk away from the game.

Obviously we spend less money and are less of Paizo's target audience, but I think flexibility should be key. The number of encounters I've played in the current season that required a party that was dead centre of the range we should have been plus someone playing way down so that we could overcome some ridiculous defences of the BBEG that we otherwise weren't optimized for has been kind of crazy.

Also: Dear Authors: Please stop giving everything Darkness, it turns encounters into a slogfest and every module I've played where something casts darkness involves getting out of a gaming store an hour late.


2 people marked this as a favorite.
N N 959 wrote:
james maissen wrote:
Self-selecting the challenge level allows for accepting more players.
Self-selecting the challenge level only works if the reward is adjusted accordingly.

No. That's your straw man.

You simply let people play at a harder tier if they wish. The rewards would be a fixed function of character level.

Your supposition is that everyone will always play on the easiest tier available regardless of ability.

I say that you are wrong.

Those that want a challenge, will seek a challenge.

The race to get more than people next to you by gaming the system is not the race or challenge that organized play seeks to embrace.

Those that want to brag about how they did this or that, will *need* to play up for it to hold *any* water. In fact the reverse will hold true in those circles for those that do not. Their race won't be that they have the gear of a level 17 PC with their level 12, but rather that their level 7 with level 7 gear can play and meaningfully contribute with the level 12s.

Those that eschew that race for optimization will still have a place. And according to their ability (and their character's ability) will have the opportunity to play at the appropriate level. If they found that taking that level of non-caster for their wizard is now near worthless as they get higher and higher level, they aren't perpetually gimped by it.

The change in difficulty from season to season doesn't solve anything. It just changes who is currently happy with the level of challenge.

Perhaps you would be happy to throw out most, if not all the seasons' scenarios. I think that would be a shame.

This allows you to keep all of them, let them all be equally valid for everyone out there.

-James

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Stonecunning wrote:
Also: Dear Authors: Please stop giving everything Darkness, it turns encounters into a slogfest and every module I've played where something casts darkness involves getting out of a gaming store an hour late.

Not to say anything against the rest of your post, but I wanted to reply to this particular part.

Somewhat off topic:
How is it that your PC (and apparently everyone else's in the area) has encountered darkness once, slogged through it, and then not bothered to find solutions to bring for next time, so that you had to slog through it again? Are the players (not characters) unaware of their options for dealing with darkness? Are the GMs running darkness effects incorrectly such that there *isn't* a solution? How are these characters facing a challenge and then doing nothing to be prepared to deal with it next time?

Scarab Sages

James, your post is perfect. There's this stream of thought of how PFS "should" be ignoring that some people have fun in different ways. Playing up is always rewarded pretty heavily, but for someone not optimizing the hell out of their character playing at level shouldn't be an insurmountable challenge.

This is a roleplaying game, not chess for powergamers.

Scarab Sages

Jiggy wrote:
Stonecunning wrote:
Also: Dear Authors: Please stop giving everything Darkness, it turns encounters into a slogfest and every module I've played where something casts darkness involves getting out of a gaming store an hour late.

Not to say anything against the rest of your post, but I wanted to reply to this particular part.

** spoiler omitted **

Because I don't play a spellcaster, and I can't control what other people play? It's not a home game, it's Society. People don't optimize themselves to work within a party of specific people. We frequently do have ways to overcome it, but darkness drops the speed at which an encounter is ended like crazy and in the end doesn't actually really seem to do anything to aid the enemies that much since, like you mentioned, it's overcome-able. I play a Dwarf mainly, so non-deeper darkness is okay with me. There's a lot of localized stuff that works fine once I get in close, but the last two modules in a row I've played have just left the ranged non-spellcaster just sitting their surfing the internet on his/her phone. Darkness is something that works really well as a mechanic but requires a certain amount of party cohesion to make fun for everyone. This isn't just me complaining, all twelve people from the last two modules I've played expressed the exact same thought.


Jiggy wrote:
Stonecunning wrote:
Also: Dear Authors: Please stop giving everything Darkness, it turns encounters into a slogfest and every module I've played where something casts darkness involves getting out of a gaming store an hour late.

Not to say anything against the rest of your post, but I wanted to reply to this particular part.

** spoiler omitted **

Spoiler:

Just out of curiousity and not to derail into a Darkness flame thread, but what are the solutions for Darkness? Daylight is one. Darkvision, I guess. Cheap mundane solutions don't work by most people's intepretations.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Stonecunning wrote:
Jiggy wrote:
Stonecunning wrote:
Also: Dear Authors: Please stop giving everything Darkness, it turns encounters into a slogfest and every module I've played where something casts darkness involves getting out of a gaming store an hour late.

Not to say anything against the rest of your post, but I wanted to reply to this particular part.

** spoiler omitted **

Because I don't play a spellcaster, and I can't control what other people play? It's not a home game, it's Society. People don't optimize themselves to work within a party of specific people. We frequently do have ways to overcome it, but darkness drops the speed at which an encounter is ended like crazy and in the end doesn't actually really seem to do anything to aid the enemies that much since, like you mentioned, it's overcome-able. I play a Dwarf mainly, so non-deeper darkness is okay with me. There's a lot of localized stuff that works fine once I get in close, but the last two modules in a row I've played have just left the ranged non-spellcaster just sitting their surfing the internet on his/her phone. Darkness is something that works really well as a mechanic but requires a certain amount of party cohesion to make fun for everyone. This isn't just me complaining, all twelve people from the last two modules I've played expressed the exact same thought.

An everburning torch counters standard darkness and only costs 110 GP. Anybody can carry it.

Deeper darkness, on the other hand...

1/5

>Once you start trying to tweak stuff for individual groups, you're going to open Pandora's Box. Right now, people are complaining about combat. Well...why can't people who want to focus on combat get scenarios with easier skill checks? If we're going to accommodate players with less combat ability, then we should accommodate players with less RP ability and fewer skills. Why should we exclude those who aren't good at solving non-combat puzzles?<

Ironically pathfinder wanted to remove save or dies, skills amount to save or lose the adventure which is often times worse than death.


Netopalis wrote:
Stonecunning wrote:
Jiggy wrote:
Stonecunning wrote:
Also: Dear Authors: Please stop giving everything Darkness, it turns encounters into a slogfest and every module I've played where something casts darkness involves getting out of a gaming store an hour late.

An everburning torch counters standard darkness and only costs 110 GP. Anybody can carry it.

Deeper darkness, on the other hand...

Spoiler:
Really trying to avoid the thread derail.

An everburning torch is just Continual Flame cast on a torch. Continual Flame is a 2nd level spell. Darkness is also 2nd level.

Darkness wrote:
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

An everburning torch does not increase the light level in an area of darkness.

Scarab Sages

Netopalis wrote:

An everburning torch counters standard darkness and only costs 110 GP. Anybody can carry it.

Deeper darkness, on the other hand...

And again, for anyone playing an archer they're pretty much just going to sit the fight out unless they happen to have a line of allies making it possible for them to shoot through the darkness. I've got a melee character with darkvision so it doesn't bother me tremendously, but nonetheless it's a mechanic that seems to slow everything down and leave some people out of the fight, which given the nature of Society I don't think is super fair.

Edit: I'm not sure this is really a derail, it's more prevalent in recent modules and is contributing to the 'hard mode' thing that the thread is about.


Stonecunning wrote:


Edit: I'm not sure this is really a derail, it's more prevalent in recent modules and is contributing to the 'hard mode' thing that the thread is about.

It's a derail if it turns into six pages arguing about Darkness mechanics. It can happen.

Grand Lodge 5/5 ****

Jiggy

Darkness (or other challenges) and why do you / don't you overcome it next time.

Situation a:
You encounter darkness. You have a player who takes out an oil of daylight. 5 other players at the table might take note. 2 of the 5 might buy such a potion themselves.
Next time this isn't an issue.

Situation b:
You encounter darkness. Not a single player has a way to overcome it. It becomes a slug fest and people go home disappointed.

Now you can have b1: One or more of the disappointed people afterwards look up the internet / the rulebook and come up with a solution next time.

or you have b2: they still don't know how to overcome this.

You do learn a lot if you have good players around or go to conventions or surf these boards - especially the advice and rules threads. But people who don't do any of the above either need someone at the table doing it for them - or they need a lot of time to work it out from the rulebook.

I think the fallacy here too often is that b2 is ignored. Off course - if you are here posting you likely read and you likely know the problem. If you know the answer it's easy. But it isn't easy to know the answer.

Edit: and I would add the same goes for other 'simple' obstacles like hardness, DR etc. Each of them has a solution. Players who play A LOT will learn them at some stage.
But this again is an example of why the pregen are regarded as failure - despite solid builds. Are they able to overcome Darkness?
Kyra aquires a potion of Daylight at level 7, Valeros has an everburning torch at level 4. Ezren and Merisiell just would be stumped.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Netopalis wrote:
An everburning torch counters standard darkness and only costs 110 GP.

Incorrect. It will fail to increase the light level in an area of darkness.

@stonecunning:
Why doesn't the archer have a potion of darkvision or an oil of daylight after having sat out of one darkness fight already? Then he doesn't depend on anyone.

A potion of darkvision is 300gp and completely trumps darkness for the drinker. It is available once you have 5 Fame.

An oil of daylight is 750gp and completely trumps darkness for the entire party. It is available once you have 9 Fame, or by spending 2PP.

That same oil of daylight, in combination with either a second light source or a potion of darkvision (depending on how the GM interprets a certain rule in daylight's text), defeats deeper darkness for the entire party.

So what is happening in your local area, stonecunning? Something's up.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Thod wrote:
I think the fallacy here too often is that b2 is ignored.

Fair point. I think if an entire party fails to have a solution for something, the GM has a certain level of responsibility to make sure that the players become aware of standard solutions before they leave that day. And personally, I enjoy pointing out these options to other players, just as I enjoyed having them pointed out to me when I was starting out. To me, that's a big part of the social appeal of the game. :)

But as it relates to this thread, players being unaware of standard solutions to common obstacles is not an indication of the campaign becoming too hard.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Jiggy,
Darkness is a second level spell. Continual Flame is either a second or third level spell, depending on the caster. Continual Flame states: Light spells counter and dispel darkness spells of an equal or lower level

Thod,
I think that another situation which needs to be considered is the use of table consumables. The player who used up that oil of daylight is now out 750 gold. Unfortunately, under the current rules, the table can't all pitch in their fair share and buy him a new one - the player just has to eat that. 750 gold is not an insubstantial amount at lower levels, and deeper darkness does come up at lower levels. In one particular 1-5 that I am thinking of, deper darkness *needs* to be countered, and the scenario gives out far less than 750 gold.

Grand Lodge 5/5 ****

oops - and I just believed what someone said without checking the CRB (Everburning torch) and assumed Valeros is covered

So if experienced people here get it wrong then don't expect everyone knowing it / be prepared

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Netopalis wrote:

Jiggy,

Darkness is a second level spell. Continual Flame is either a second or third level spell, depending on the caster. Continual Flame states: Light spells counter and dispel darkness spells of an equal or lower level

Countering and dispelling are things you can only do at the time you cast a spell, not by bringing two diametrically opposed spells near each other when they're already active. If Valeros is affected by bane and Kyra is affected by bless, getting them to hug does not dispel those two spells, despite identical wording in both spells about countering and dispelling each other.

Additionally, darkness explicitly states that magical light sources do not increase the light level in the area unless they're of a higher spell level than darkness. (This does mean that a cleric-cast continual flame will trump ordinary darkness, but items like the everburning torch are unfortunately wizard-made.)

Scarab Sages

Netopalis wrote:

@stonecunning:

Why doesn't the archer have...

I'm not the Archer. I have no reason to buy one, I'm a melee character with Darkvision. This is Society, not a home game.

Liberty's Edge

I remember a scenario where we were lost in Deeper Darkness and the bad guy just ignored it completely (legal RAW).

Problem I see (pun not intended) is that either :

- The group has the means to defeat the DD

- The group does not have this means

It is pretty obvious to me that depending on which situation your group is in, the encounter will happen very differently and the CR of the encounter/creature cannot really take this into account.

Why do writers so often put darkness in their scenarios when it is such an all-or-nothing situation ?

- If you can see, you win (usually)

- If you cannot see, you are screwed.

I think it is better to have encounters which stay challenging (rather than deadly) no matter what.


I like a challenge!

Grand Lodge 5/5 ****

Now here is an interesting one:

Last time I ran into darkness (deeper darkness) I had summoned some Lantern Archons just before. They have an interesting description - they are creatures of light that you can only extinguish by killing them.

It was a summon III spell. So what happens (apart of table variation).

I think we tend to be pretty good with standard situations / solutions but from time to time you still encounter situations that let's you think and it can take quite a while of rule book reading to work it out. Showing that 'standard situations' just means we have seen them often enough without the need to look it up.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

@The black raven: You raise an interesting point about all-or-nothing obstacles.

I think there are two types of challenges in Pathfinder: numbers challenges, and problem/solution challenges.

Numbers challenges are things like skill checks with high DCs, monsters with high damage output or high AC/HP, etc. Things you overcome by having bigger numbers yourself, or by lowering their numbers via debuffs.

Then there are problem/solution challenges:
Problem: Enemy is flying. Solution: Ranged weapon/potion of fly
Problem: Enemy has DR. Solution: Alternate weapon/spell damage/etc
Problem: Darkness. Solution: Darkvision/daylight
Problem: Immunity to elements/magic/etc. Solution: Physical-damage spells, buffing a martial ally, etc.
Problem: Enemy is incorporeal. Solution: Magic weapon and high damage, cleric, ghost salt blanched arrows, etc

On the one hand, having just the right solution for a problem/solution challenge is (at least for me) very fun and satisfying. On the other hand, darkness is in the awkward position of requiring the most specific solutions.

If the enemy is flying, you can have a bow, ranged spells, means of flight, or even just ready to attack when they come in range (if it's a melee flyer).

If the enemy has DR, you can have an appropriate backup weapon, you can use spells instead, you can just power through with high damage, you can grapple/pin/tie up/CdG, whatever.

If the enemy is immune/resistant to an energy type, you can use a different element, use non-elemental damage, buff a martial guy, and so forth.

If the enemy is using darkness/deeper darkness, your only options are darkvision and/or daylight. Instead of having a best solution, some good solutions, and some moderate workarounds; you've just got one solution and that's that.

...Not really going anywhere with all this rambling, just adding it to the discussion. ;)

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