Has PFS gone too far into "hard mode"?


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

Stefan Hill wrote:

Mechanically it is better to focus all attacks on one player from all available foes. Once down move on to another player. Very much in the same way players would.

Out of the four scenarios that I have ran (yeah, still pretty much a rookie here for PFS... still don't have that first star;)), I have seen only one encounter where the tactics called out that the foes would concentrate attacks... and this was in a season 0 scenario.

Spoiler:
#7 Among the Living - Act 3 "Intermission. Daenaris Quint and her crew are called out:

Among the Living Act 3 wrote:

During Combat Quint and her band work well together and focus on one target at a time, if possible.

Aside from that, I really haven't seen it. Now, I will admit this is in limited play... still have only played or GM about 25 times, but I haven't seen this called out. Now, on the other hand, foes such as rogues will by their nature look for flanks, etc., but this should be expected.

This does include 5 season 4 scenarios.

Sovereign Court 4/5 5/5 ***

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Pathfinder Starfinder Adventure Path Subscriber

One of the things that I have noticed with the power creep in Pathfinder is that the power creep is more horizontal than vertical. What I mean by that is that the power creep lets me build more weird characters rather than making traditional power builds. Certainly if you are a THF or an archer, there are good things for you in books other than the Core Rulebook (Furious Focus, Clustered Shot anyone?), but they help you build weird characters. My most powerful character is arguably my sorcerer, which is mostly Core Rulebook, while the character I have who uses the most outside sources is my fighter who only exists because UC styles, monk archetypes from APG + UC, and the Lore Warden all exist.

I think because Paizo's power creep tends to be more towards allowing weirder builds as opposed to the traditional builds, PFS scenarios need to see more encounters focused on unusual enemies or unusual combining of enemies (mechanic-wise, not flavor wise). Some examples of what I mean are below:

4-18 Veteran's Vault:
I was laughing when I read the plant encounter. Take a plant that makes people fall asleep within 10 feet and combine it with a plant that makes people unable to see past 10 feet! It's not a very powerful encounter, but it's sure funny!

4-07 Severing Ties:
I know a lot of people hate the basilisk encounter, but if you think about it, the trap is pretty funny. I love the idea of a trap set to dispel a silent image with something hidden behind it.

4-01 Rise of the Goblin Guild:
It took me a while to figure out why the goblins were doing so much damage with their alc fires/bombs. It kept me off guard and it really made them seem more like goblins.

4-02 In Wrath's Shadow:
I really like the Quick Channel on the ghoul cleric. We've had a bunch of evil channelers trying to heal their undead minions, and in reality, the undead minions drop so fast that healing them isn't worth a standard action. Move action? Maybe. Also move action to channel to hurt the party is pretty cool. Put it on a human and it doesn't feel as right, but put it on an undead cleric and it really fits that he has such a quick connection with channeling energy. A nice way to breathe life into a more traditional encounter.

3-12 Wonders in the Weave I:
This scenario was brilliantly written. Not much in terms of new material, but brilliant monster combinations. Brown mold + mummies? Yes please! My party tried to fireball the mummies... Hehe...

There have been some really creative encounters, and I hope that the PFS authors take the opportunity to craft creative encounters just as much as we have been given the opportunity to craft creative characters. I know that when the combat uses different options/monsters in a cool way, I enjoy prepping it way more.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
thaX wrote:
Just as long as you don't run it. Take a gander at the last guy. *shiver*

Reading over it, I don't see a problem with the scenario. If you have a hack and slash kind of party, there won't be a lot of roleplay it is true. But a party taking captives should have plenty of chances to roleplay with amusing results. Dumb brutes are great sources of comedy. I can agree that the final boss is a beast, but I think that once you're at Tier 7-11 all bets are off. You need to know how to neutralize a melee beast so that your party can survive. Otherwise, yes this will be too hard.

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

TriOmegaZero wrote:
thaX wrote:
There is a scenario that does use a "Save or Die!!" spell in 4th season. It killed one of my party.

Which one? Did it have a way to recover the character?

** spoiler omitted **

A caster has a certain spell that turns the character into dust if it does enough damage on a failed save. Yes, I seen it happen. No, it was not fun.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Yes, but that's not what he was talking about, was it? Your party member didn't have to save multiple times. They just failed the wrong save, and didn't have enough HP. Did the caster keep using that spell, or was it a one time thing?

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

Agreed, TOZ.
There are several opponents that are at least that bad in previous seasons. I know of a season 1 and season 3 that can cast Inflict Serious Wounds in a sub-tier 1-2!!! That's 3d8+3 damage against first level characters (my paladin took 23!!!). If you have a 10 CON, and a character with less than a D10, that's an almost guaranteed insta-kill if you don't make your WILL save. Which, isn't guaranteed at this level.

Single use mega-attacks are nothing new... and I wouldn't be surprised to see a Wizard with Disintegrate as the BBEG in a sub-tier 10-11, as he would be ACL+2.

However, that wouldn't really be considered a "Save or Die" spell... like Phantasmal Killer, which is only a 4th level spell!

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

Heck, a scroll of disintegrate is well within reason for tier 8-9.

Or even 5-6. It's only 1700 gold.... fort save 19 or 22d6 damage, if you die, need a Resurrection, is power creep at that tier.

At tier 7-11 it's... something a PC might carry because they fear forcecage.

At tier 12 it's something you BETTER carry or you'll cry in the forcecage + cloudkill box.

2/5

Pathfinder Adventure Path Subscriber
Rerednaw wrote:
Mike Mistele wrote:
I'm fully prepared for being flamed, and accused of being a whiner, for starting this topic. Nonetheless...

My prior experience:

DND since 1st Edition.
Living Greyhawk (wrote mods).
LFR (wrote mods.)

Some of my experience with Pathfinder:
Season 1:
Delerium's Tangle.-Most of module moderate. Boss fight hard.
Out of full party of 6, 2 party members conscious at end of boss fight. Cannot recall if there were any deaths, but it was close. All of us were seasoned Living Greyhawk players and a bit surprised at the difficulty of a level 1 module.
Season 2-3 skipped. <-are these the easy ones?
First Steps. Part 1. Easy.
Ran module and party did not experience any major difficulty. We'll see how Parts 2 and 3 turn out.

...

Finished a run of First Steps Part 2 on the weekend. Hurm...I'd say it was definitely on the difficult side. On 3 occasions there arose a situation where it boiled down to "save or die" for the entire party. I even had the entire party down (half dying, the other half helpless) at one point. The healer got dropped from 9 hp to -12 in one round.

I suppose it's no worse than being hit by any of a variety of level 1 area save or die spells...it just seems a bit tough for an intro-difficulty setting.

Spoiler:
One example that stood out was first level mob with a damage per round potential of 38 (not including paralysis per hit). Seems a bit high for level 1 party. And removing paralysis at level 1 is fairly problematical.

Now granted, an optimized party (especially with pets/companions) would have fared better...but I don't expect that at level 1...especially with intro adventures.

Silver Crusade 4/5

The First Steps adventures are from season 3. The start of season 3, actually, before season 3 started to get tough.

There's crit potential in any adventure, and especially with the one guy in part 1 who hits hard and has a x3 crit, but I don't think anyone's ever said that the First Steps series is too tough.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

For the record, it's pretty dishonest to use a damage per round number as the basis for saying something's too tough when said number requires three consecutive crits (each needing a natural 20 to threaten and a natural 13 or higher to confirm) with each getting nearly max damage in order to attain that number.

1/5

My players had a hell of a time on the last fight in first steps part 1.

Spoiler:
Their fighter and the summoner's eidolon failed their save against color spray and the enemy barb just kept hitting for at least 10 damage. He kept dropping PCs in 1 hit. The enemy sorcerer exhausted all magic missiles and most of the party was down. It was looking like a tpk but the color spray duration wore off, the PCs' fighter got up, whacked the barbarian to 0 HP. The barb would have wrecked the fighter after that, had he not run out of rage rounds and immediately dropped to -2. It was real close i gotta say.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Heck, I almost had my first TPK last night, and that was running 'Black Waters' (a season 0 adventure that is often recommended as an introductory scenario).
Admittedly several factors did line up: the party APL was 3, playing up to subtier 4-5; there were only 4 party members; and a couple of important rolls definitely went against the party (one player failed an important saving throw; one nasty monster got a critical at a very unfortunate time). But fortunately a couple of other significant party rolls in that encounter (one attack roll, one saving throw) that would otherwise have failed actually succeeded courtesy of a buff spell, so the party won through in the end, and there was much rejoicing.

3/5 RPG Superstar 2013 Top 16

Robert Matthews 166 wrote:

My players had a hell of a time on the last fight in first steps part 1.

** spoiler omitted **

For the record:

Spoiler:
If the color spray went off that early, the GM was ignoring the given tactics. The sorcerer is specifically not supposed to use color spray until she's cornered, to avoid TPKs like that.

Silver Crusade 4/5

RainyDayNinja wrote:
Robert Matthews 166 wrote:

My players had a hell of a time on the last fight in first steps part 1.

** spoiler omitted **

For the record:

** spoiler omitted **

Beat me to it. I keep seeing comments about how hard that fight is, and every single time, it's because of that. The GM didn't stick to the tactics specified in the scenario, which made the fight tougher. Those bad guys are intentionally written as NOT being team players, so they shouldn't coordinate that well or fight that intelligently.

4/5

Fromper wrote:
RainyDayNinja wrote:
Robert Matthews 166 wrote:

My players had a hell of a time on the last fight in first steps part 1.

** spoiler omitted **

For the record:

** spoiler omitted **

Beat me to it. I keep seeing comments about how hard that fight is, and every single time, it's because of that. The GM didn't stick to the tactics specified in the scenario, which made the fight tougher. Those bad guys are intentionally written as NOT being team players, so they shouldn't coordinate that well or fight that intelligently.

Well...

FS1:
I've had round 1 or 2 color sprays from Halli because sometimes PCs actually do corner her right away--"Get the casters!". We don't know for sure that it didn't happen.

1/5

First steps:

Spoiler:
That is exactly what happened. Turn 1, the fighter rushed her and the summoner sent his eidolon in right beside him. I would have done the same thing as they did. Go for the squishy caster is usually a valid strategy.

2/5

Pathfinder Adventure Path Subscriber

Wow, I guess I need to clarify. :)
The DPR I was using does not include crits, just damage from a FAA. The latter
posters (Rogue E and Robert M) were correct regarding mob actions (though Part 1 was moderately easy), I did not think I was allowed to change the written tactics for an adventure or are we? I mean I certainly could have made things easier by not using what was written...could have sworn that Society play did not allow for adventure deviation from written tactics. Sorry still getting used to switching from 3.5 home game (Red Hand forever!! :)? to PF Society play :)

I will go back and read the sections, mayhap I misread the statblocks, a tactic, or something.

So to recap, I was basing what happened to the party as a measure of difficulty from the old DMG (3.5) regarding EL. Having the real threat of a TPK is not easy mode or regular mode per the breakdowns.

Part 3 is in 3 weeks. Going to see how that goes. :)

1/5

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Rerednaw wrote:
I did not think I was allowed to change the written tactics for an adventure or are we?

Tactics are an area in which PFS does allow the GM some leeway. From p.35 of the Guide to Organized Play:

Quote:
As a Pathfinder Society GM, you have the right and responsibility to make whatever judgements, within the rules, that you feel are necessary at your table to ensure everyone has a fair and fun experience. This does not mean you can contradict rules or restrictions outlined in this document, a published Pathfinder Roleplaying Game source, errata document, or official FAQ on paizo.com. What it does mean is that only you can judge what is right for your table during cases not covered in these sources. Scenarios are meant to be run as written, with no addition or subtraction to number of monsters (unless indicated in the scenario), or changes to armor, feats, items, skills, spells, stats, traits, or weapons. However, if the actions of the PCs before or during an encounter invalidate the provided tactics or starting locations, the GM should consider whether changing these would provide a more enjoyable play experience.

2/5

Pathfinder Adventure Path Subscriber
Mike Mistele wrote:
Rerednaw wrote:
I did not think I was allowed to change the written tactics for an adventure or are we?

Tactics are an area in which PFS does allow the GM some leeway. From p.35 of the Guide to Organized Play:

Quote:
As a Pathfinder Society GM, you have the right and responsibility to make whatever judgements, within the rules, that you feel are necessary at your table to ensure everyone has a fair and fun experience. This does not mean you can contradict rules or restrictions outlined in this document, a published Pathfinder Roleplaying Game source, errata document, or official FAQ on paizo.com. What it does mean is that only you can judge what is right for your table during cases not covered in these sources. Scenarios are meant to be run as written, with no addition or subtraction to number of monsters (unless indicated in the scenario), or changes to armor, feats, items, skills, spells, stats, traits, or weapons. However, if the actions of the PCs before or during an encounter invalidate the provided tactics or starting locations, the GM should consider whether changing these would provide a more enjoyable play experience.

Off-topic: Aha! I like this! :).

On-topic: so far it seems PF is a bit hard. Still have limited sampling though...

1/5

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EMERGENCY POST COUNT UPDATE:

1. Has PFS gone too far into 'hard mode'? - 369 posts
2. PFS too safe for characters? - 326 posts

This update has been brought to you by 'man what the-', official sponsor of making things as clear as possible since 1977.

4/5

Jiggy wrote:

For the record, it's pretty dishonest to use a damage per round number as the basis for saying something's too tough when said number requires three consecutive crits (each needing a natural 20 to threaten and a natural 13 or higher to confirm) with each getting nearly max damage in order to attain that number.

I think he assumed she won initiative and then hit three times, but all were sneak attacks.

Silver Crusade 4/5

Lamontius wrote:

EMERGENCY POST COUNT UPDATE:

1. Has PFS gone too far into 'hard mode'? - 369 posts
2. PFS too safe for characters? - 326 posts

This update has been brought to you by 'man what the-', official sponsor of making things as clear as possible since 1977.

The key point to remember is that the "too safe" thread is from before season 4. Things are harder this season. The question is whether it's too far in the opposite direction of what we had before. I doubt we'll get a consensus.

And while I thing some scenarios were "too safe" in the past seasons, there were still some tough ones, especially at the end of season 3.

Liberty's Edge 3/5 5/5

Two Observations:

1) Three threads down from this is a thread called "PFS Too Safe For Characters?"

2) I was in a 7-11 online mod last night that killed two characters.

It wasn't the monsters or the GM that killed the characters last night, although a good GM with the right attitude can make the simplest mod an exciting and deadly good time (as anyone who has played on a table run by, say, Mike Brock can attest). I was a front rank type who never went below 1/2 hit points the whole time last night and you know why? Because I prepare for the worst and adjust my tactics CONSTANTLY to give myself the upper hand. I've drunk a gallon of antitoxin when I didn't need to, spent THOUSANDS of gold pieces on buff scrolls even though I can't cast a single spell, I am almost never near the party when an AOE goes off, and I would say AT LEAST 50% of my gp expenditure has gone to defensive items.

Also at three points in the game last night characters made choices that triggered my inner voice to scream, 'why on earth would an adventurer worth his/her salt make a decision like that?' I never said anything out loud because hey, your character, your call. But in each of those three cases it went PHENOMENALLY SOUTH for the character in question shortly thereafter.

I'm not saying that in any given mod there is not a chance to snuff it hard. The character I am bragging on here has a death under his belt (back to back Ice Storms, no save, no evade). What I am saying is the choices you make both in your build and on the table can make it hard for even the best GM to kack you.


Fromper wrote:

The key point to remember is that the "too safe" thread is from before season 4. Things are harder this season. The question is whether it's too far in the opposite direction of what we had before. I doubt we'll get a consensus.

And while I thing some scenarios were "too safe" in the past seasons, there were still some tough ones, especially at the end of season 3.

I think that the key point is that different gamers will rate these differently.

Attempting to find a sweet spot where everyone, or even a majority finds it 'just right' is a fool's errand.

Rather than try to force players to adjust away from how they want to play the game...

Rather than force them to adjust from season to season as they search for it....

I'd suggest that they let players choose their own level of difficulty. It's simple, and it solves many problems.

This would involve two easy changes:

1. Standardize wealth, and award simply based on level. Not doing this has already raised other issues.

2. Rate scenarios and tiers within them on a reasonably steady scale. Rather than a wide swing of 'too safe' to 'way too deadly' being given the same rating, adjust the ratings based on the individual scenarios and even adjust them after the fact if warranted. You can list scenarios that you think were more challenging than others for its tier.. rather than have to guess, there should be a reasonable indication before the game what level of challenge the scenario is written to deliver.

-James

2/5

How about an entry into the Guide that says "After the first encounter, ask your players if they thought it was too easy. If they respond in the affirmative, run the rest of the game in Baird Mode. Simply use the 5-6 player adjustments for groups of 4 and double the adjustments for groups of 5-6." I can almost hear the cries of anguish from here.

But seriously, it's too hard to nail down what is "too much" when there is so much variance between player and GM styles. Personally, I think Season 4 has been great so far and I appreciate the 4 player versus 5-6 player split in adjusting the power level.

1/5

james maissen wrote:
I'd suggest that they let players choose their own level of difficulty. It's simple, and it solves many problems.

In theory, it's simple. In practice, it's tantamount to trying to 'hit that sweet spot.'

The problem is information. Good decision making is dependent on the information available when the decision is made. It is not possible to provide players with robust information on mission difficulty because we don't have any accurate terms or language to describe it.

There's no way to account for the preparedness or lack there of between players. There's no way to account for the tactical acumen, or lack there of either the player or the GM. There's no way to account for all the things that determine how difficult or easy an encounter will be.

A single Sleep or Grease at the end of FS1 can be the difference between a trivial encounter and a deadly one.

Without a robust method for players to compare their character's efficacy and their group's efficacy with that of the test group, trying to rate the modules for difficulty such that players are making decisions on that, flirts with providing misinformation.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
RainyDayNinja wrote:
Robert Matthews 166 wrote:

My players had a hell of a time on the last fight in first steps part 1.

** spoiler omitted **

For the record:

** spoiler omitted **

Just wanted to mention that I am currently playing First Steps PbP. Not five minutes before reading this, I posted my turn, wherein

Spoiler:
my character, the fighter in the group, finally broke free and rushed the caster. Sure enough, I was promptly Color Sprayed and failed my save.

Of course, if we weren't already that far, I wouldn't have been reading spoilers. (Besides which it's my second time through -- though I obviously hadn't remembered that part of the fight.)

2/5 *

james maissen wrote:

I'd suggest that they let players choose their own level of difficulty. It's simple, and it solves many problems.

This would involve two easy changes:

1. Standardize wealth, and award simply based on level. Not doing this has already raised other issues.

2. Rate scenarios and tiers within them on a reasonably steady scale. Rather than a wide swing of 'too safe' to 'way too deadly' being given the same rating, adjust the ratings based on the individual scenarios and even adjust them after the fact if warranted. You can list scenarios that you think were more challenging than others for its tier.. rather than have to guess, there should be a reasonable indication before the game what level of challenge the scenario is written to deliver.

Players can already choose their level of difficulty. With a little planning, they can often choose to play up or down, which offers a wide variation of difficulty.

Question: What point are you trying to make when you say that people rate scenarios inconsistently? I’m assuming that only one designated person would rate scenarios (for consistency), otherwise players would never be able to “choose their difficulty” (like you suggested). However, don't we already have "one consistent rater" in Mark Moreland and now John when they edit/tweak/adjust a scenario for a selected subtier?

As for standardizing wealth and then letting any level of PC play in any scenario, don’t you think it would be ridiculous if a level 11 PC played in subtier 1-2 and received level 11 gold? Do you think that no one would do this?

Your #2 suggestion is part of the problem right now, rating scenarios correctly. We can’t even do that now, why do you think assigning it a level would help? Part of that problem is that everyone rates differently, including the players. You’re somewhat right; rating is futile, so how is a player supposed to choose the difficulty if the scenario rating is inconsistent?

Also, there’s already an easy way to determine if a scenario is too easy or challenging. Read the reviews. Although they’re not always consistent, trends do appear. After a while you’ll know which camp you’re in.

Also, PFS is not broken at all; it doesn’t need a major revamp. If a major revamp like you’re suggesting was done, it would cause more harm than good.

4/5

Others have said this in many different ways, but the actual difficulty of a scenario is basically impossible to objectively measure. Some potentially deadly fights can be trivialized with an Adamantine weapon or a timely Daylight spell (or a Color Spray, or Sleep, or Hold Monster, etc.). And all that assumes the GMs are properly following the published tactics.

As long as GMs are reporting properly, Paizo staff should also be able to see how many PCs are dying in each scenario. It's a blunt instrument for measuring difficulty, but I'm sure it's useful data nonetheless.

Maybe they can add a death counter to each scenario? They'd have to stress test it for Dalsine Affair, of course.

1/5

redward wrote:

They'd have to stress test it for Dalsine Affair, of course.

I see DA referred to a lot, I played his and our group cake walked this. What am I missing?

DA Spoiler:

Did this with a level 2 Barb. We had a level 1 Halfling Paladin on a riding dog. Our casters used DM to flush him out and we flanked the bad guy and took him down in one round. What was so hard about this scenario?I honestly feel FS1 was deadlier.

Sczarni 4/5 RPG Superstar 2014 Top 16

1 person marked this as a favorite.

I think this has been mentioned before, but I think it bears repeating: one very simple adjustment that could be made is to give 5-player tables the option to choose the 4-player version of the scenario or the 6-player version.

This would require *no* additional development, since the two versions of the scenario are already there. And it would give five-person tables more flexibility to decide whether they want a "hard mode" challenge or an easier time of things.

4/5

N N 959 wrote:
I see DA referred to a lot, I played his and our group cake walked this. What am I missing?

DA Derail:
He gave you three rounds to use Detect Magic and pinpoint the location? If nothing else, the Minor Image at the stairs and the dead Venture Captain should have been throwing up auras, too.

If he gets the attack off, it's often enough to drop the target. Now the party is fighting with one less person, and if that person is their main damage dealer, or healer, things can go from bad to worse. I've personally never had someone die while playing it, but he's come very close.

Plus, deadly at low level is generally worse because PCs will have far less options available to them to overcome whatever is making the fight difficult to begin with (DR, SR, lighting, etc.).

Grand Lodge 4/5

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
N N 959 wrote:

I see DA referred to a lot, I played his and our group cake walked this. What am I missing?

** spoiler omitted **

Spoiler:
Our melees charged up the stairs to the illusion, allowing him to get to the back ranks. The 2nd level Ranger nearly voided his bowels when the cleric took a shocking grasp that would have killed the ranger outright.
4/5

N N 959 wrote:
redward wrote:

They'd have to stress test it for Dalsine Affair, of course.

I see DA referred to a lot, I played his and our group cake walked this. What am I missing?

** spoiler omitted **

Dalsine Affair:
By the time you could have gotten any more information beyond "presence of magic in a 60 foot cone", which really tells you nothing, Chalfon should have already struck someone with a powerful blow that's nearly guaranteed to flat-out kill a 1st level character on a ~37 damage crit (18-20) and will kill backline 1st levels if he rolls above average.

I think people say it's a deadly scenario rather than a hard one. He has a relatively good chance for an instant kill, but then the PCs win.


N N 959 wrote:

In theory, it's simple. In practice, it's tantamount to trying to 'hit that sweet spot.'

No, because the table has far more information available to it than the campaign coordinator does a thousand miles away. The table knows the party- what it contains and how it meshes or fails to mesh.

Also, with this in place it would not be trying to hit a moving target anymore. A scenario might be built with a 1-2 tier and a 4-5 tier in mind, but in evaluation it might rate as a 3 or 3-4 tier and a 5-6 tier based on how things actually turned out. Likewise it could be rated lower, whatever most accurately depicted it. Rather than attempting these tiers to apply to each table; these tiers would stand as a standard or 'iconic' level of challenge. There wouldn't be a problem here, in that anyone going to play it would understand where each tier roughly placed the level of challenge and could reasonably guess which better suited them at the time.

As it stands, you hear 'tier X' and that doesn't mean really anything in terms of the challenge. Compare the easiest season zero with the toughest season four and you can see how much of a moving target it is.

That's not really all that fair. It says that even IF you built characters based on what the scenarios are forcing you to take for challenges (so as to meet them, but not overwhelm them), the story can still change and leave you in the lurch. Witness the impetus for this very thread.

Now the campaign consciously altered the level of challenge in an attempt to satisfy more players, at the cost of yet others. Likely they will do so again. Best of luck to them.. I'm just positing that the premise is flawed. It is an old story, and the arms race is the refrain.

Without trying to adjust for how the playerbase changes, they could hone to a fairly reasonable and immutable rating system that would allow players reasonable expectations for where a scenario might challenge them. Now of course specifics can hit now and then to deliver more or less, but by and large it will be steady... and a significant improvement on knowing what to expect based on the listed tiers compared to the range that's out there now.

-James


Jason S wrote:
Players can already choose their level of difficulty. With a little planning, they can often choose to play up or down, which offers a wide variation of difficulty.

Yes, you can game the system.. but why even have the system? The goal is to deliver the right amount of challenge to the table. Let the table decide that... different people want different amounts of challenge, and different tables can handle different amounts as well.

Jason S wrote:
Question: What point are you trying to make when you say that people rate scenarios inconsistently? I’m assuming that only one designated person would rate scenarios (for consistency), otherwise players would never be able to “choose their difficulty” (like you suggested). However, don't we already have "one consistent rater" in Mark Moreland and now John when they edit/tweak/adjust a scenario for a selected subtier?

Witness this thread. The arms race in seasons and the huge swings of challenge that they deliver while being declared even by the system.

Jason S wrote:
As for standardizing wealth and then letting any level of PC play in any scenario, don’t you think it would be ridiculous if a level 11 PC played in subtier 1-2 and received level 11 gold? Do you think that no one would do this?

If a group of people want to get to level X without being challenged, but have fun doing so is it wrong?

The only problem is when this infringes on other people's fun. Frankly that's already been a problem in the current system just because some characters that are sub-iconic are forced to play above their heads, while other characters that are much stronger are forced to play where they won't be challenged.

The end result is neither side is happy. For those in the narrow sweet-spot middle, if the other characters at the extremes aren't there, then they can enjoy the right amount of challenge.. until the season changes and that middle is moved out from under their feet.

Jason S wrote:

Your #2 suggestion is part of the problem right now, rating scenarios correctly. We can’t even do that now, why do you think assigning it a level would help? Part of that problem is that everyone rates differently, including the players. You’re somewhat right; rating is futile, so how is a player supposed to choose the difficulty if the scenario rating is inconsistent?

If you are trying to rate based on a moving scale, then you are certainly right.. it is futile. Even if you hit just right.. you're a broken clock, and aren't right immediately afterwards for the same scenario.

However, if you have a set default (say the pre-gens together as a party) then you can rate what they can handle in terms of a proper level for them.

When you sit down at a table, you know how well your character stands up in comparison to the pre-gen in the same role. You then look at the rest of the table. You then make a much better guess than simply calculating the APL. If you don't feel you could make a better guess, then you use that.

It is simply about letting a wider range of players enjoy the characters that they want to play without the campaign forcing them to play at an inappropriate tier for them.

-James

Silver Crusade 5/5

james maissen wrote:


Yes, you can game the system.. but why even have the system? The goal is to deliver the right amount of challenge to the table. Let the table decide that... different people want different amounts of challenge, and different tables can handle different amounts as well.

Then you get group A, who has played with little challenge messing up the WBL curve because they haven't had to buy consumables and other buff items while group B, who has played at the maximum challenge rating has had to pay for consumables and the random raise dead and is actually behind on the WBL curve. What do you do when people from these different groups wit down at a table together? They are used to different levels of challenges and the folks from the group used to weaker challenges may not be able to cope with a higher challenge level that they may be presented with when they play outside their group.

The whole point of Organized play is to try to keep the level relatively consistent so that you don't have these problems. And people sometimes but not always play with the same people and sometimes they play with different groups. What happens when you get a table of three that like challenge and three that want the easy way? What does the GM do then?

1/5

james maissen wrote:
No, because the table has far more information available to it than the campaign coordinator does a thousand miles away. The table knows the party- what it contains and how it meshes or fails to mesh.

In practice? Not even close. Maybe one out of ten games have I seen people spend any time talking about tactics, what spells they use, etc. The table has more information available to it, but unless you play with the same group of people who play the same characters every week, the table is often completely clueless about their own efficacy. One player might have a clue...maybe two...if they actually look at everyone else's sheet. How often have you seen players exchange sheets at a table?

Quote:
Also, with this in place it would not be trying to hit a moving target anymore.

I don't understand this analogy. You'll have to explain who is trying to hit what moving target.

Quote:
A scenario might be built with a 1-2 tier and a 4-5 tier in mind, but in evaluation it might rate as a 3 or 3-4 tier and a 5-6 tier based on how things actually turned out.

And how things actually turn out is incredibly interdependent, no average person is able to normalize the results to turn data into information. Why? Because we don't have the vocabulary for it in RPG's. There is no analog to meters, kilograms, watts, kph, or any of the other metrics engineers use to provide reliable rating systems.

Quote:
As it stands, you hear 'tier X' and that doesn't mean really anything in terms of the challenge.

It does mean something, it's just that the range of what it means is broad. But by all means, tell me what I would hear using your system that would solve this problem. Please give me a scenario description that communicates this level of precision you think is so readily attainable.

Quote:
It says that even IF you built characters based on what the scenarios are forcing you to take for challenges (so as to meet them, but not overwhelm them)...

I have no idea what the scenarios are telling me to play or to take along in my party. Last I checked, PFS believes the scenarios are suitable for any group of 4 who meet the APL.

Quote:
Now the campaign consciously altered the level of challenge in an attempt to satisfy more players, at the cost of yet others. Likely they will do so again. Best of luck to them.

There are multiple ways to look at the reaction to Season 4, but that's an entirely different subject. It's bad science to make assumptions about the net effect without actual data. Jumping to conclusions based on anecdotes in a thread is ill-advised.

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I'm just positing that the premise is flawed. It is an old story, and the arms race is the refrain.

Tell me again what the premise is?

Quote:
Without trying to adjust for how the playerbase changes, they could hone to a fairly reasonable and immutable rating system that would allow players reasonable expectations for where a scenario might challenge them. Now of course specifics can hit now and then to deliver...

Saying so doesn't make it so. What you're suggesting isn't possible. There is no metric for "reasonable" and there is no metric for what would "challenge them." It doesn't exist in any objective format.


Katie Sommer wrote:

Then you get group A, who has played with little challenge messing up the WBL curve because they haven't had to buy consumables and other buff items while group B, who has played at the maximum challenge rating has had to pay for consumables and the random raise dead and is actually behind on the WBL curve. What do you do when people from these different groups wit down at a table together? They are used to different levels of challenges and the folks from the group used to weaker challenges may not be able to cope with a higher challenge level that they may be presented with when they play outside their group.

Could you rephrase your question?

If say a trio of each 'side' were to sit down, then they would decide what level of challenge everyone could handle.

Now group "A" might be higher level than group "B", but they might both be at the right place to both get equally challenged.

Meanwhile if groups "A" and "B" were forced to play a scenario with equal level characters, then you are right that these two groups would not likely have a spot in common.

In my suggested rule they wouldn't be forced to do so. If they chose to do so then group "B" would know that they were playing down, while group "A" would know that they were playing up.

They would try to be respectful of the other players at the table. The group "A" side might try to step it up a bit, while the group "B" side might try not to hog the spot light overmuch. Both groups however got to choose this misfit for them, and as such should be prepared to compensate.

This is a different cry from right now, where if you sit down at a completely random tier 8-9 scenario you have no idea that the characters putting you in that tier carry that weight, nor do you really know for certain the real level of challenge you are going to face.

Katie Sommer wrote:
The whole point of Organized play is to try to keep the level relatively consistent so that you don't have these problems. And people sometimes but not always play with the same people and sometimes they play with different groups. What happens when you get a table of three that like challenge and three that want the easy way? What does the GM do then?

The nature of organized play is that it will have BOTH groups. The best case is that everyone can play well with others and that no one is a jerk.

The problem gets exacerbated by the current campaign rules that misplace some of them into situations that they know are not suited for them.

The feeling should be one of inclusion. However, the APL rules promote the opposite. It skews and frays whatever tenuous bond could have otherwise been forged.

Give people more latitude. Assuming no one is actively trying to be a jerk then this will only improve matters. If someone is actively trying to be a jerk.. then you deal with them, just as you have to now.

-James

Grand Lodge 4/5 5/55/5 ***

Quote:
The end result is neither side is happy

This is being waaay over-emphasized by this thead. PFS is the biggest, and fastest growing OP RPG on the planet. Even the people who yell the loudest here in the messageboards about having a "bad" experience with too easy/hard scenarios, good/bad GMs, blah blah blah keep coming back. Does anyone really think that this issue is sooo huge that we have to take extreme actions to correct it? I don't really think so. I have attended roughly 30 conventions and participated in over 300 tables in the past four years and I can count on one hand the number of "problem" tables to point of requiring action to be taken.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

N N 959 wrote:
How often have you seen players exchange sheets at a table?

Never. If we're lucky there will be some amount of discussion beforehand (especially if there's quite a power spread at the table, and one or more players is considering switching to a different character). But I've encountered one or two players who won't even tell you anything about their character until the mission briefing has started (and one who is reluctant to tell you anything even then; watch and learn, pathfinders!).

Grand Lodge 4/5 5/55/5 ***

james maissen wrote:
if you sit down at a completely random tier 8-9 scenario you have no idea that the characters putting you in that tier carry that weight, nor do you really know for certain the real level of challenge you are going to face

I fail to see how your proposed solution would change that. IME, the vast majority of players cannot accurately measure their own character's abilities with respect to a scenario of which they have no idea what to expect. Regardless of what system of tiering we use, you, as a player, will still have no idea if the players you sit with can pull their weight or not. Unless of course you play with them regularly, in which case, again the tiering system matters little since you'll know when to play up and when to play down.


N N 959 wrote:
Saying so doesn't make it so. What you're suggesting isn't possible. There is no metric for "reasonable" and there is no metric for what would "challenge them." It doesn't exist in any objective format.

You take a standard party.

Now you will object and say that there is no such thing across all of the campaign. You are right. Trying to hit that and gauge that is a moving target that you'll never fully hit as its not singular.

But by standard I don't even mean statistical average, just one that you pick that is fixed. For example you make a party of 5 or 6 characters out of the pre-gens.

You then rate a tier of a scenario by what level of that party of pre-gens are appropriate for that challenge.

If your group doesn't want to think or discuss anything, then you figure out your APL as normal. You are now playing at the level of challenge that the campaign coordinator feels is right for that fixed group of pre-gens. You quickly can salt to taste.

N N 959 wrote:
I don't understand this analogy. You'll have to explain who is trying to hit what moving target.

How did this thread start? A set given tier in season 4 is, by and large, a different challenge than the same tier in season 1. Can we accept that as being accurate? Not making any valuation on which is better, worse, or just right... merely saying that they are different.

The goal of this conscious and dramatic change, as far as I can ascertain, was that scenarios were viewed as 'too easy' and that the level of challenge needed to be altered.

This is the moving target. The difficulty that the current table can handle. It is not simply a function of their average level. Witness all of the threads that will make plain that not all characters of a given level can handle the same level of challenge (and that's not factoring in the respective player's desire for challenge).

To whom do you write to? Well this is changing and evolving is it not? What's the goal?

It can never achieve properly challenging most players' characters when player choice is curtailed or removed. That is, assuming, that the players are still able to play the kind and style of characters that they desire.

That is the other outcome. Players decide that they don't want the arms race and quit. Or players are bored of the cakewalks and quit. Or they play characters that they don't want to play... and probably should quit rather than feel forced into doing so.

I'm saying that we should be more receptive to all sides of this, and realize that we are all here to have fun.

The APL system is predicated that when you bring a level X character to the table then you need to deliver a specific amount of help to the party. And that specific amount is a moving target. Moreover that specific amount doesn't always suit all the players out there in what they want to play.

Let us try to accommodate both the 'dirty optimizer' and the 'useless dilettante'; hopefully without the pejorative adjectives.

If a level 3 character can pull the weight of a level 5, then let them play at level 5. Likewise if a level 7 character can only pull the weight of a level 5, then let them too play at level 5. Both can then likely get what they want out of this game of ours with the opportunity not to step on the others toes.

-James

Grand Lodge 4/5 5/55/5 ***

james maissen wrote:
If a level 3 character can pull the weight of a level 5, then let them play at level 5. Likewise if a level 7 character can only pull the weight of a level 5, then let them too play at level 5. Both can then likely get what they want out of this game of ours with the opportunity not to step on the others toes.

This is predicated on the idea that players can accurately judge the strength of their characters and choose the correct tier to play. My experience says we are not able to consistently do that. In fact, I believe that by allowing players free reign to chose their tier regardless of actual level, we will see even more cases of "calk-walk" and "killer" sessions.


Bob Jonquet wrote:
james maissen wrote:
if you sit down at a completely random tier 8-9 scenario you have no idea that the characters putting you in that tier carry that weight, nor do you really know for certain the real level of challenge you are going to face
I fail to see how your proposed solution would change that. IME, the vast majority of players cannot accurately measure their own character's abilities with respect to a scenario of which they have no idea what to expect. Regardless of what system of tiering we use, you, as a player, will still have no idea if the players you sit with can pull their weight or not. Unless of course you play with them regularly, in which case, again the tiering system matters little since you'll know when to play up and when to play down.

Bob,

You can know what your character can handle in comparison to say a pre-gen of similar level. That's not that hard to do, nor that hard to learn by trial and error.

Now while the player doesn't know what's in the scenario to come, but if it's been rated as reasonable for a pre-gen of the same level.. then they can make the call if they think they can do differently than what the APL would suggest.

If you have no idea what your character should play, then you can always go with the tier the APL suggests. But when you have a good idea that this will be boring while the higher tier would be challenging.. then what's wrong with letting people have that fun? Likewise if your mismatched weak party thinks it will be slaughtered (and is right), why can't they play the lower tier that they could have fun playing instead?

And the tiering system doesn't always give the option to play up or down... even when you know going in that your group can handle stronger, or can't handle what their levels will tell them to.

Sure when you sit down you don't know if that level 9 character whose player is to your right is worth their weight as a full level 11 character, or if you'd be better off with that guy that only has a level 6..

But if there is a set standard then everyone should be able to compare to that standard fairly easily.

Meanwhile if they can't judge what their character can handle, might I posit that they might not be able to build their character to handle what their level demands that they do?

Forcing a party to play at a tier based simply on their level doesn't solve these problems, it just removes choices. If players are going to make bad choices, then they are always going to suffer for it. But removing some choices that can make them suffer isn't right.

Sure my suggestion has the player start to understand more about their character in some cases. It allows for that growth. The player then gets to adjust things, rather than find themselves in the situation that the OP has now.

-James


Bob Jonquet wrote:
This is predicated on the idea that players can accurately judge the strength of their characters and choose the correct tier to play. My experience says we are not able to consistently do that. In fact, I believe that by allowing players free reign to chose their tier regardless of actual level, we will see even more cases of "calk-walk" and "killer" sessions.

It self-corrects.

And it does so a lot better than changing the scenarios from season to season will ever do.

And it does so a lot better than complaining (as I've seen in these PFS threads) that some characters are 'too good' or (as I saw back in LG) that some characters are 'useless'. The hope in both cases was that the player would change the way that they liked playing the game to fit the mold.

I'm saying let some of these choices be made at the front lines.

Rather than hearing the complaints about being forced into a cakewalk/killer session, the gamers will complain about choosing wrong.

In my book choosing the wrong place is far less painful than being forced into the wrong place.

After all, if they players didn't want to choose, they wouldn't have to do so. They could just use the APL if they wanted.

James

Grand Lodge 4/5 5/55/5 ***

Sorry, the more I ponder it, the more I think it won't improve much if anything and could make things worse. My opinion and YMMV

3/5

Almost every character has strengths and weaknesses. Difficulty it a huge part that too. Some builds can not do a thing against a swarm, golem, or invisible creatures. If you have a team that encounters high CRs for things weak agaisnt that build then it is easy mode. This involves having a rounded team, and if you are not rounded aware of your weaknesses and prepare for them.

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

Bob Jonquet wrote:
Quote:
The end result is neither side is happy
This is being waaay over-emphasized by this thead. PFS is the biggest, and fastest growing OP RPG on the planet. Even the people who yell the loudest here in the messageboards about having a "bad" experience with too easy/hard scenarios, good/bad GMs, blah blah blah keep coming back. Does anyone really think that this issue is sooo huge that we have to take extreme actions to correct it? I don't really think so. I have attended roughly 30 conventions and participated in over 300 tables in the past four years and I can count on one hand the number of "problem" tables to point of requiring action to be taken.

*jab* So those season 0 scenarios were retired for no reason? */jab*

My overall concern with the difficulty direction, with season four having a bit more bite than previous scenarios, more so than the transition from 2 to 3, is that the next season will end up with the Guygaxian crawls that most gamers today want to avoid. This is seen with the King of the Stoval Stairs, one particular battle starting as the other is finishing up or just done.

TPK's shouldn't be particular to any one scenario as it has been in the past and I hope that a season isn't remembered for being harsh when there was no need.

Season 5 needs to temper down the BBEG's being so much over tier, the Save vs. Die situations, and the hard battles that somehow "make up" for role play at the beginning.

I hope that it doesn't go for the throat instead, making a "role another character" situation common place.

1/5

james maissen wrote:

You take a standard party.

Now you will object and say that there is no such thing across all of the campaign. You are right. Trying to hit that and gauge that is a moving target that you'll never fully hit as its not singular.

Let me see if I can work out the core problem here...

There is a such a thing as a standard party it's Fighter, Cleric, Rogue, Wizard. These classes represent fundamental skill sets which each scenario should take as a base line. That's not a moving target. The problem is that there is no accurate or reliable way to compare my archery Ranger to one of the party members. What are the metrics for comparison? Outside of DPR (which is totally circumstantial and arguably worthless) and basic stats, there's no way for me to determine which character is "better" or more capable without knowing exactly what I am asked to accomplish and who I am asked to accomplish it with. Let me repeat something again:

There is no language for comparison of character efficacy in an RPG.

There isn't. Even if we can agree on some crude methodologies to compile baseball-like stats on characters, how my character may interact with the other characters in any given encounter adds a level of complexity to the assessment that exceeds any normal human's ability to process the data.

Quote:
You quickly can salt to taste.

I'm glad you used that analogy because the human language lacks the ability to describe the right amount of salt that one should experience when eating ice cream. You can't tell someone ahead of time how much salt is the right amount until they taste the ice cream. Same with a scenario. There is no way to describe the "challenge" so that a person knows they've selected the right amount....until they play it.

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How did this thread start? A set given tier in season 4 is, by and large, a different challenge than the same tier in season 1.

I don't know if that's true or not, but let's say it is objectively true for the sake of discussion.

Quote:

The goal of this conscious and dramatic change, as far as I can ascertain, was that scenarios were viewed as 'too easy' and that the level of challenge needed to be altered.

This is the moving target.

If I may be allowed to link these two sentences...if, as you say, the goal was to increase the difficulty, that isn't a "moving target." That's a single objective which we are agreeing, for the sake of the discussion, has been accomplished. PFS has increased the level of difficulty. Done.

What you seem to be claiming is that PFS is trying to hit a "sweet spot" of the perfect challenge. I haven't seen that stated as an objective. However, let's say it is. Let's say they are trying to make the perfect scenario. Well, it can't be done. I think we both agree on that. The perfect challenge is going to be different for each group, and as you quip, a "moving target" for the author.

The problem is players at the table have very little idea what challenge they can handle especially since they don't know what they are facing. More to the point, there is no way for you describe the challenge in a way that has any reliable accuracy.

The reasons for that are directly a result of the human language lacking a vocabulary for describing the elements of an RPG's challenge with any precision. I can't tell you how hard a troll is to fight and you can't tell me without either of us mentioning the trolls themselves. Unless you tell me what it is you fought--which is spoiler info that undermines the fun of the game--I have no way to determine why the fight was difficult for you or why it was easy and whether it would be for me and my group.

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