Optional Encounters


GM Discussion

Grand Lodge 4/5

When to use them, when they should never be used.

Some optional encounters are just bad. Either not of any benefit to the flow of the story, or just likely to be a major waste of PC resources.

First Steps, Part 3:
This one is just plain a bad idea.

8 DC 12 Acrobatics checks.
Some PCs can take 10 and never fail.
Other PCs would have to make every die roll with a 15 or higher on it, if they can make it at all.

Each Acrobatics check that fails causes a DC 13 Fortitude save.
For first level PCs? No Take 10 for this, so there is a good shot that the ones most likely having to make it multiple times, no matter how good their Fort save is, will fail it.

Add in that each time a PC falls, there is a flat 25%, 1 in 4 chance, that they will get 1-2 leeches on them.
Which causes them to have to make a DC 10 Perception check. Again, some can never fail, if allowed a T10 on this, others will have a significantly reduced chance of making this...
And that also adds another variable number of DC 12 Fortitude saves.
Which stacks up, actua;;y, to slowly reduce the PC's Fort save chance for succeeding saves.

And the GM/Jusdge needs to determine if the PC has any sort of Natural Armor bonus, too.

This optional encounter is very ... mechanical in effect, has no really interesting text associated with it, and just winds up draining PC resources from 1st level PCs.

And, on reflection, it could actually cause extremely unheroic PC deaths, in a serious case of bad luck, since, while the odds are low, there is still a chance of a PC suffering 16 points of Con damage.


As a player, this isn't fun, not the times I have actually had to slog through it. As a GM/Judge, I don't get enjoyment from this, don't see my players enjoying it, and see no reasonable way to make it enjoyable.

Am I just missing something?

Grand Lodge 4/5

First Steps part 3 is a flat out bad scenario.

I like optional encounters. They provide more fun if you have the time to run them and most of the time they're thematic to the mission at hand. Having them as optional just gives the GM more flexibility to include or cut depending on time.

I have seen a few optional encounters that make the final boss look like weak in comparison though...

Two examples:
Way of the Kirin and Terror at Thistledown... yeesh!

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I try to include the optional encounter when I run, but in a 4 hour slot, it just doesn't happen all that often.

Now I've gotten peeved before as both player and Gm, when the optional encounter has been the only way to get a faction's prestige. (I can't remember them off the top of my head, but I've run into that at least twice.)

Silver Crusade 4/5

I seem to be the only one who actually likes First Steps, part 3, but it was also my first PFS scenario, so maybe that colored my opinion.

As for the topic at hand, I have a tendency to skip all optional encounters out of hand. They never add anything to the story, or they wouldn't be optional, and some are just silly.

Liberty's Edge 5/5

If an optional encounter has the faction mission, and the GM skips it for whatever reason, you are still supposed to be able to complete the mission.

Silver Crusade 3/5

At least

Spoiler:
The Devil We Know part 2

has an optional encounter which is the only way to find a particular enemy, which is required for one faction mission. This is on the lowest tier only.

I usually tend to skip optional encounters as our games tend to run long anyway, but sometimes if there is time, or if the encounter is particularly cool I'll run them. Or I ask the players if they want more encounters if the scenario has been a bit uneventful or easy.

5/5 ***

Pathfinder Adventure Path, Rulebook Subscriber

Normally, I skip the optional encounters due to time. Last session we had a 4 player table for Way of the Kirin and there was plenty of time. Well, the optional encounter ended up killing a character.

This makes me wonder, when people say the scenario wasn't difficult enough how often was the optional encounter skipped?

Liberty's Edge 4/5 5/5

When I GMed 'Defenders of Nesting Swallow' the optional encounter looked like it would be the most lethal, but alas, we were running late so I had to cut it. The rest of the scenario was fairly comfortable.

3/5 RPG Superstar 2013 Top 16

I had a similar experience in "The Golden Serpent." After the scenario, the GM showed us the optional encounter, and we could tell that it probably would have been a TPK, since that particular monster would have nullfied most of our abilities.


Removing optional encounters for scenarios is a bad idea. It gives us as GMs the chance to scale up or scale down a scenario legally.

Silver Crusade 1/5

Tim Vincent wrote:
Removing optional encounters for scenarios is a bad idea. It gives us as GMs the chance to scale up or scale down a scenario legally.

Sorry about the double post. And while this is true, it flies in the face of the concept that every player at every table experiences the module the same way.

GMs can't modify individual encounters to scale against the party at the table but are free to add an entire encounter to the scenario? That just doesn't make conceptual sense to me.

4/5

Fromper wrote:

I seem to be the only one who actually likes First Steps, part 3, but it was also my first PFS scenario, so maybe that colored my opinion.

As for the topic at hand, I have a tendency to skip all optional encounters out of hand. They never add anything to the story, or they wouldn't be optional, and some are just silly.

I never had a problem with First Steps 3 either. And the leech swamp can help make a dextrous character feel awesome--if the GM is good at getting everything rolled out quickly. If it takes more than 5 minutes of table time to adjudicate (not the RP part where the GM plays up the atmosphere, just the rolls), the GM should skip it. I've never seen it take very long where it is played.

5/5

Optional encounters aren't supposed to include treasure or faction missions...

Grand Lodge 4/5

Rogue Eidolon wrote:
Fromper wrote:

I seem to be the only one who actually likes First Steps, part 3, but it was also my first PFS scenario, so maybe that colored my opinion.

As for the topic at hand, I have a tendency to skip all optional encounters out of hand. They never add anything to the story, or they wouldn't be optional, and some are just silly.

I never had a problem with First Steps 3 either. And the leech swamp can help make a dextrous character feel awesome--if the GM is good at getting everything rolled out quickly. If it takes more than 5 minutes of table time to adjudicate (not the RP part where the GM plays up the atmosphere, just the rolls), the GM should skip it. I've never seen it take very long where it is played.

And, like some of the other optional encounters listed, it cause extreme differences in both player experience of the scenario, and massive, for the level, expenditures to recover from.

Players with dextrous PCs have plenty of other ways to feel awesome. And a 1 on a Reflex save, no matter what your modifier is, will still leave you potentially screwed royally in this encounter. Especially ig the GM decides, for one reason or another, that you can't Take 10 for this scene.

Max Dex PC, 20 Dex, Acrobatics as a class skill, trained, no ACP: +9

It is possible for a Half_Elf or someone willing to burn a feat on Skill Focus (Acrobatics) to make it +12 or +13 (with a trait like Rice Runner).

Not a lot of "fun", there, either. Especially as you watch your companions all get diseased, infested with leeches, and just roll play through this scene.

I'd ruther have more time to role play with the three ship captains...

5/5

Hrm. Am I the only person who bases the decision to use the optional encounter entirely off the timing factors as listed in the scenarios?

I mean, you know, that whole "run as written" thing kind of demands it, so ...

4/5 5/5

Kyle Baird wrote:
Optional encounters aren't supposed to include treasure or faction missions...

The one Mary Leathert posted above does. I was the GM for that scenario.

Spoiler:
The faction mission is to cut a piece of fur and skin from the magically mutated dire rats encountered in the scenario. The only encounter this can be completed in on Tier 1-2 is the optional encounter. The other encounter that can have said dire rats in it is the final one, but on Tier 1-2, there is only one enemy there - a single derro. So on the lowest tier, this scenario's optional encounter must be run if there is a PC of the specific faction (Osirion) in it.

4/5

kinevon wrote:
Rogue Eidolon wrote:
Fromper wrote:

I seem to be the only one who actually likes First Steps, part 3, but it was also my first PFS scenario, so maybe that colored my opinion.

As for the topic at hand, I have a tendency to skip all optional encounters out of hand. They never add anything to the story, or they wouldn't be optional, and some are just silly.

I never had a problem with First Steps 3 either. And the leech swamp can help make a dextrous character feel awesome--if the GM is good at getting everything rolled out quickly. If it takes more than 5 minutes of table time to adjudicate (not the RP part where the GM plays up the atmosphere, just the rolls), the GM should skip it. I've never seen it take very long where it is played.

And, like some of the other optional encounters listed, it cause extreme differences in both player experience of the scenario, and massive, for the level, expenditures to recover from.

Players with dextrous PCs have plenty of other ways to feel awesome. And a 1 on a Reflex save, no matter what your modifier is, will still leave you potentially screwed royally in this encounter. Especially ig the GM decides, for one reason or another, that you can't Take 10 for this scene.

Max Dex PC, 20 Dex, Acrobatics as a class skill, trained, no ACP: +9

It is possible for a Half_Elf or someone willing to burn a feat on Skill Focus (Acrobatics) to make it +12 or +13 (with a trait like Rice Runner).

Not a lot of "fun", there, either. Especially as you watch your companions all get diseased, infested with leeches, and just roll play through this scene.

I'd ruther have more time to role play with the three ship captains...

The disease doesn't lower your constitution, so it seems pretty unbelievable that any PC wouldn't recover on their own, given the DC and maybe an untrained "Treat Disease" Heal check if necessary. I've always run the optional and I've never seen anyone coming even remotely close to needing to pay to have the disease removed. Furthermore, players who failed against the insanity mist enjoyed the descriptions I gave of their increasing paranoia and hallucinations, and it often led to amusing roleplay in the later encounters. The descriptions of the leeches and how disgusting the place was increased players' buy-in for how nasty and gross the swamp was, and made a lot of players have their characters make relieved comments on escaping the swamp. Also, the probability that players just say something like "meh, log house with humming crazy? let's just go way way around it through the deep bog" decreases if they've seen the nastiness that waits outside the main path.

Liberty's Edge 5/5

pathar wrote:

Hrm. Am I the only person who bases the decision to use the optional encounter entirely off the timing factors as listed in the scenarios?

I mean, you know, that whole "run as written" thing kind of demands it, so ...

Same. I've not experienced this, but it does mean that delaying the game can lead to the run being safer.

Scarab Sages 4/5

Rei wrote:
Kyle Baird wrote:
Optional encounters aren't supposed to include treasure or faction missions...

The one Mary Leathert posted above does. I was the GM for that scenario.

** spoiler omitted **

I don't know if this is as written, or if it was our GM letting the player come up with a creative solution, but...

Spoiler:
The player touched the statue to one of the regular rats, creating a Dire Rat, that he then used to complete his mission.

On the topic of First Steps, after another character death at our event today, this time in First Steps 2 (which has resulted in at least one TPK in our area), I'm not sad to see the first steps series being retired. Part 3, though, has always seemed like the least likely to kill a character to me.

Shadow Lodge 3/5

Can't say I'm a fan of most optional encounters. I've never thought abotu the First Steps 3 one like that, excellent points made.

Silent Tide has one which is a notable exception - if they're that high quality, I'm loathe to skip it.

Grand Lodge 4/5

Rogue Eidolon wrote:
The disease doesn't lower your constitution, so it seems pretty unbelievable that any PC wouldn't recover on their own, given the DC and maybe an untrained "Treat Disease" Heal check if necessary. I've always run the optional and I've never seen anyone coming even remotely close to needing to pay to have the disease removed. Furthermore, players who failed against the insanity mist enjoyed the descriptions I gave of their increasing paranoia and hallucinations, and it often led to amusing roleplay in the later encounters. The descriptions of the leeches and how disgusting the place was increased players' buy-in for how nasty and gross the swamp was, and made a lot of players have their characters make relieved comments on escaping the swamp. Also, the probability that players just say something like "meh, log house with humming crazy? let's just go way way around it through the deep bog" decreases if they've seen the nastiness that waits outside the main path.

No, the disease doesn't deal Con damage, but you can still take Con damage during this Act.

Assuming best case, of course, no Con damage. Worst case, assuming you have the luck of Captain Eddie Murphy (If anything can go wrong, it will, and in the worst possible way), you can get 16 points of Con damage.

Since you aren't taking normal damage, no need to heal you, right?

Yet, 16 points of Con damage will kill most PCs.

And the one time we had the time for this, it was a pure dice-slog. As a GM, I look at it, and I don't see any way to make it much of anything but a dice-slog. It doesn't really give you much to work with. "You are in a foggy swamp. As you travel along, I need you to make me an Acrobatics check or fall down because of the fog." Meh.

Some optional encounters are worth it, some appear to be essential, but many, in my experience, just seem to eat time and offer little back. I can't swear for sure, but I suspect that an optional encounter may have caused one or more mission failures.

Grand Lodge 4/5

Pathfinder LO Special Edition, PF Special Edition Subscriber

Just today I almost killed a group of players with an optional encounter during Song of the Sea Witch.

Spoiler:
The party was between tiers and decided to play up. They had done excellent up to that point. The 3 bearded devils were destroying the 4 party members. Because Ollysta is supposed to be in the same area, I had her come and rescue the party in 3d6 rounds (about 1 minute). They needed it... one PC was on the ground and dying from infernal bleeding. She'd have died the round before Ollysta came in and channeled before smiting the devils one at a time. I didn't feel it was right to spring the optional on them and then destroy them.

Silver Crusade 3/5

Ferious Thune wrote:
Rei wrote:
Kyle Baird wrote:
Optional encounters aren't supposed to include treasure or faction missions...

The one Mary Leathert posted above does. I was the GM for that scenario.

** spoiler omitted **

I don't know if this is as written, or if it was our GM letting the player come up with a creative solution, but...

** spoiler omitted **

Well, according to Rei, who GM'd this for us:

Spoiler:
Using the statue is an evil act. One of our characters still wanted to try it (it was decided it wasn't evil enough to make him Evil straight away, just got a note on his chronicle sheet). He got his ass handed to him by the rat and still failed to get the mission item. Good times.

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