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Id like to echo Wyndsister above. LG didnt die because of power creep. It died simply because of 4e and the costs involved of converting the game to that edition.
Do I think there is power creep in PFS? Probably a little yes. I think its just far more evident that the way people create encounters (and Im looking at Rivalry's end here) are just a whole lot smarter nowadays.
LG died because 4e was a nightmare in call of cthulhu... actually that sounds far more awesome than 4e (Which was an abomination FROM call of cthulhu. Seriously I almost failed my san check)
As for power creep options are power creep. That's not always a bad thing. Power creeping the low end is good. Stop releasing new spells, especially new divine spells for at least 2 major releases. Why? Simple druids and clerics instant power creep with each new spell. It takes a measly single session for them to gain the new found power.
New spells are the most dangerous power creep and they just need to come at a slower rate.

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Jiggy wrote:Yes it is better than shocking grasp but you can't just compare it to one spell, say it's better and declare power creep. Compared to things like Colour Spray or Grease at low level it's fairly weak sauce. When you get it to its max damage at level 5 it's just not very impressive compared to the other options you have.Whereas shocking grasp is the same damage, same spell level, but shorter range (touch) and no possibility of debuffing. Plus the SR thing.
5d6 touch
vs
5d6 at range plus possible debuff and no SRBut again, it doesn't seem to be part of a trend, just a single overdone spell.
Given magical lineage, intensify and the fact that its not wizards who are replacing Shocking Grasp with Snowball.
10d6 ranged or touch, possible debuff, no SR.

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Not to derail, but remember that Snowball was not originally on the allowed list. Thanks to polite requests from community members on these very boards, Mike reconsidered and decided to allow it.
On the original topic I think what we are seeing is not pure power but rather more options for "solving" various encounters. Where originally an enemy might have been extremely difficult unless you had a wizard who could cast a spell on the ranger's bow, you now have an inquisitor who can do it all herself. Season 0, 1, and 2 writers didn't have to think "what could a magus do here?" So it's not uncommon to see a class, item, or spell that didn't exist 3 years ago be the perfect solution for a puzzle now. (Heck, the puzzle might have given someone the idea for that very item.)
That form of "power creep" is inevitable unless you flat out freeze everything at this point and don't allow any new things. (And remember that Paizo's stated reason for the very existence of PFS is "to sell more Paizo products.")

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Not to derail, but remember that Snowball was not originally on the allowed list. Thanks to polite requests from community members on these very boards, Mike reconsidered and decided to allow it.
Incorrect; snowball was always allowed, but Mike was talked into banning it, but ultimately decided to keep it in the campaign before said ban could be enacted, but banned Bracers of Falcon's Aim, instead.
That was also the thread where Jiggy managed to convince them to unban Magical Knack.

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I retract the word "originally" and replace it with "at one time." My point was that the balance level (or power in the original author's parlance) is always under review. Some members of the boards made arguments that it was not too powerful, others were dead set against it. Mike eventually came around to the side of the "not unbalancing" crowd. That certainly doesn't mean everyone agrees with it, that's why it's an argument and not a law of nature. This very thread has plenty of people opining that it's too powerful.
As long as they don't degenerate into acrimony, these type of threads are useful to campaign leadership in the striving to maintain that balance. "Has everything Powered up?" may not change anything, but if the thread contains examples of things that *might* be a bit overpowered (along with reasoning), some things may change.
This one started with the opinion that Aasimars and Tiefling's racial attribute bonuses and SLAs were unbalancing. I suppose you can say the hypothesis was "Aasimars and Tieflings are just flat out better." What I've taken in from the people who answered the original question is a fairly strong sense that they can indeed be more powerful - for very specific builds. It certainly doesn't mean you have to play an Aasimar to be successful. And in most cases you've got to decide if the opportunity cost is worth it. Anyhow, that's my takeaway.

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I agree that LG had to ramp up it's scenario threat level although it could be debated whether this was just the natural evolution of the game as scenario writers had the same access to the new books as the players.
I have no clue whether this was a barrier to new players. Anecdotally I'd say no as from what I saw in my area, new players played and stayed.
I strongly disagree that power creep had anything to do with LG's demise. 4th Edition came out and Greyhawk was no longer the default setting. Living Forgotten Realms was created to replace LG. That was the end of LG in a nut-shell.
LG was a very Regional Game. Some regions had more power creep than others - and it was the metaregional games in my experience that had the more over-the-top stuff. Some regions did well in still providing opportunities for new people - while providing battle interactives and the like for people who wanted super challenge. And I also agree that some authors wanted to "get" players, but it was up to their editors to tone that down.
Yes, once we got the word that Year 8 would be a short year and the end, then a lot of stops got pulled - but that was AFTER Living Greyhawk staff was told the game was coming to an end.

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andreww wrote:Jiggy wrote:Yes it is better than shocking grasp but you can't just compare it to one spell, say it's better and declare power creep. Compared to things like Colour Spray or Grease at low level it's fairly weak sauce. When you get it to its max damage at level 5 it's just not very impressive compared to the other options you have.Whereas shocking grasp is the same damage, same spell level, but shorter range (touch) and no possibility of debuffing. Plus the SR thing.
5d6 touch
vs
5d6 at range plus possible debuff and no SRBut again, it doesn't seem to be part of a trend, just a single overdone spell.
Given magical lineage, intensify and the fact that its not wizards who are replacing Shocking Grasp with Snowball.
10d6 ranged or touch, possible debuff, no SR.
If you're talking about Magi here I don't think they can use Snowball with spellstrike. It's a ranged touch attack. Not ranged or touch. Spellstrike only works with touch attacks. Even if they get the Close Range arcana that specifically only works for ray spells, which Snowball does not appear to be.
Now it's still potentially useful, but losing out on the 15-20 threat range from spellstriking with a keen scimitar is a big deal so i doubt most Magi would really want to be using Snowball over Shocking Grasp

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I really miss LG. I respectfully disagree that power creep killed it. My view is that Hasbro killed it to push 4E and LFR. I was at Gencon when they made the announcement about killing Living Greyhawk to replace it with "something new" (LFR) and it was not greeted with enthusiasm by the audience. On the other hand, if not for that decision Pathfinder would not have had it's window of opportunity so I'm grateful in that respect. :)
Nuff said on LG death. While I only have empirical evidence, to date the only real power creep I've seen is on the adventure side. One post above mentioned the proliferation of invisible fliers at mid-level. If that's the bar, then what does that say about invisible, flying, hasted, multiattacking, poisoning, fast healing creatures with DR in Pathfinder at 1st level?
I thought it was a fluke...but I ran into the same creature in several modules at the 1-2 tier. And several times I've encountered the "skill check or die" obstacles.
In our gaming area I've only seen 2 planetouched (both Aasimar.) The core races (human especially) still predominate. Core classes also are more common in play in our group as well.
Equipment-wise I have seen more barbarians using gear from UE, like the four-mirror armor and nodachi setup.
Most of my characters are pretty vanilla core. After all there's plenty of options just in the Core book. Whenever I see something new there's that "oooh ahh new shiny!" factor...but then after trying it out in play they don't really seem to be that much more effective, only different. Doesn't stop me from buying the book of course, because I love fluff :)

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One post above mentioned the proliferation of invisible fliers at mid-level. If that's the bar, then what does that say about invisible, flying, hasted, multiattacking, poisoning, fast healing creatures with DR in Pathfinder at 1st level?
I thought it was a fluke...but I ran into the same creature in several modules at the 1-2 tier. And several times I've encountered the "skill check or die" obstacles.
Huh? What creature(s), skill checks and scenarios are you encountering at tier 1-2? (Answer in a spoiler, please.)

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If you're talking about Magi here I don't think they can use Snowball with spellstrike. It's a ranged touch attack. Not ranged or touch. Spellstrike only works with touch attacks. Even if they get the Close Range arcana that specifically only works for ray spells, which Snowball does not appear to be.
True enough, but the myrmidarch archetype grants Ranged Spellstrike at level four, and snowball is one of two first level magus spells that involve a ranged touch (the other being ray of enfeeblement, making snowball the only one that deals damage), so there ARE some magi that will want it over shocking grasp, but mainly because they want an orange instead of an apple.
Basically, melee magi will never choose snowball over shocking grasp, and the (extremely rare) ranged magi will never choose shocking grasp over snowball.
Also, Jiggy, that comparison is missing a few points:
5d6 touch, +3 to hit any target wearing or wielding metal, can hold the charge
vs
5d6 at range plus possible debuff and no SR, no holding the charge
So shocking grasp is more reliable than snowball, by virtue of an extra bonus to hit that will apply to most targets, and the ability to try again next round if you miss, thanks to being able to hold the charge.

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Rerednaw wrote:Huh? What creature(s), skill checks and scenarios are you encountering at tier 1-2? (Answer in a spoiler, please.)One post above mentioned the proliferation of invisible fliers at mid-level. If that's the bar, then what does that say about invisible, flying, hasted, multiattacking, poisoning, fast healing creatures with DR in Pathfinder at 1st level?
I thought it was a fluke...but I ran into the same creature in several modules at the 1-2 tier. And several times I've encountered the "skill check or die" obstacles.
Minor spoilers...
Creature: Imp is flying, invisible, DR 5/good-silver, immune to fire/poison, acid resist 10, cold resist 10, fast healing 2. All for the low price of CR 2.
In one adventure for some reason we were running into claw/claw/stinger (could have been a flub by the GM)...in the other he was starts invisible and hasted and had 2 sting attacks.
Skill Check:
Swim or drown.
Climb or fall 70 feet. That's usually enough to inflict deep hurting on level 1 characters.
Swim or drown.
Scenarios: Oh why ruin the fun surprise? ;) If boons are secret then so should be the adventures you die in trying to get them. I will say that the adventures varied from season 0 through season 4 and I played them all in the past 3 months which is when I rejoined the Society after a 3 year hiatus.

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Artanthos wrote:andreww wrote:Jiggy wrote:Yes it is better than shocking grasp but you can't just compare it to one spell, say it's better and declare power creep. Compared to things like Colour Spray or Grease at low level it's fairly weak sauce. When you get it to its max damage at level 5 it's just not very impressive compared to the other options you have.Whereas shocking grasp is the same damage, same spell level, but shorter range (touch) and no possibility of debuffing. Plus the SR thing.
5d6 touch
vs
5d6 at range plus possible debuff and no SRBut again, it doesn't seem to be part of a trend, just a single overdone spell.
Given magical lineage, intensify and the fact that its not wizards who are replacing Shocking Grasp with Snowball.
10d6 ranged or touch, possible debuff, no SR.
If you're talking about Magi here I don't think they can use Snowball with spellstrike. It's a ranged touch attack. Not ranged or touch. Spellstrike only works with touch attacks. Even if they get the Close Range arcana that specifically only works for ray spells, which Snowball does not appear to be.
Now it's still potentially useful, but losing out on the 15-20 threat range from spellstriking with a keen scimitar is a big deal so i doubt most Magi would really want to be using Snowball over Shocking Grasp
I think they're talking about blaster Sorcerers (and maybe Witches) who can spam it with metamagic like Rime Spell and do 1d6+2/2 levels + entangle with the right feats/traits/bloodlines. That makes it a great first level spell, especially since the only other real option for a first level ranged blasting slot is, what, magic missile?

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Given magical lineage, intensify and the fact that its not wizards who are replacing Shocking Grasp with Snowball.
10d6 ranged or touch, possible debuff, no SR.
Oh noes, a level 10 character doing 10d6 damage with a level 1/2 spell IF they spend one of their feats on Intensify Spell and take their one Magical Feat as Magical Lineage (Snowball). Colour me still highly unimpressed. Yes Snowball is a decent spell and I regularly look to grab it on any Sorcerer I play at some point (mostly as something to damage Golems with if needed) but it is far from the encounter ending spells you can still get in the first level batch. You also soak up your Magical Lineage on a rather lacklustre effect, rather than using it for, say, Dazing Fireballs or Widened Persistent Colour Sprays.

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I think they're talking about blaster Sorcerers (and maybe Witches) who can spam it with metamagic like Rime Spell and do 1d6+2/2 levels + entangle with the right feats/traits/bloodlines. That makes it a great first level spell, especially since the only other real option for a first level ranged blasting slot is, what, magic missile?
Blaster Sorcerers really want AoE attacks to make the most of their bonus static damage. Burning Hands early on moving up to Scorching Ray and then Fireball. Snowball certainly has a role to play as an alternate elemental attack for creatures resistant or immune to Fire and the No SR is certainly nice but it's still not power creep as it isn't a clearly better option than the others available.
Also Blasting Sorcerers are really quite feat intensive and Rime Spell is fairly hard to fit in.

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As for the climb thing... Carry rope. What good Pathfinder (or adventurer for that matter) doesn't have some rope? The hemp version is fairly cheap. If you knot it, the climb against a wall becomes DC 0. All but the weakest or most heavily armored can make a DC 0 with take 10 and not fail by 5 or more. And if it is an issue, tie the rope around them and have someone lower them down.
As for the swim thing... it boggles my mind that a rule that's been in the game since 3.0 is suddenly becoming a topic of discussion for power creep. Are you seriously saying that all sub-tier 1-2 scenarios shouldn't have bodies of water in them?

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As for the swim thing... it boggles my mind that a rule that's been in the game since 3.0 is suddenly becoming a topic of discussion for power creep. Are you seriously saying that all sub-tier 1-2 scenarios shouldn't have bodies of water in them?
Actually, hasn't the swim thing been a "thing" since season 0? Drowning certainly isn't new to season 4 (nor is climbing and falling.) Drowning is actually sort of a PFS theme: At game days I hear people saying things like "Every character I have carries a potion sponge with Touch of the Sea," or "Whenever we're by water my fighter walks around with an empty keg tied to a rope tied to his backpack and I tell my party members to find the buouy before I drown." And that's when none of the scenarios we're playing even involve water.
On the original topic I think what we are seeing is not pure power but rather more options for "solving" various encounters. Where originally an enemy might have been extremely difficult unless you had a wizard who could cast a spell on the ranger's bow, you now have an inquisitor who can do it all herself. Season 0, 1, and 2 writers didn't have to think "what could a magus do here?" So it's not uncommon to see a class, item, or spell that didn't exist 3 years ago be the perfect solution for a puzzle now. (Heck, the puzzle might have given someone the idea for that very item.)
I've got to disagree with this.
3 skeletons, 2 rogues with clubs, 2 druids with shileileigh, BBEG (who has about a 40% chance of being undead with Barbarian levels.)
3 goblins with alchemists fire, hiding behind a pit trap, an alchemist throwing bombs at a choke point, a caster supported by meleers behind an obstacle, and then a BBEG attacking at +9 for 1d10+6/x3.
There's nothing special that the new classes bring to earlier season encounters, they're pushovers if you have Cleric, Fighter, Magic User, Thief and they're pushovers with Inquisitor, Alchemist, Summoner, Witch. Season 4 encounters are generally more challenging for brute force characters, but still doable with brute force, even if you're using pregens. A lot of them also add the benefit of giving you options other than brute force.

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And if he's getting an extra attack from haste then that means he ended his turn not only visible, but within 5ft of you. Now everyone can just lay into him with everything they've got.
Assuming a GM understands the core mechanics surrounding the abilities involved (how invis breaks, haste's change from 3.X, etc), an imp is not a big deal.

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I envy all of you that have not had to deal with power creep in your local areas -- in my neck of the woods, it has easily taken over the majority of character building. It's turned into a miniature arms race between the players, as those who did not originally give two cents about optimization now find themselves either struggling to contribute or making more powerful characters.
Part of it is that there are definitely many people who play PFS to do the things that would get disallowed in a home game -- the more ridiculous builds, etc etc. Power Creep is a pretty big thing in PF, as it was in 3E / 3.5E. As a DM, I've just more or less given up on challenging my players in PFS unless it's a S4 scenario, and even then, only a handful of scenarios challenge the upper tier characters (I'm about to run Waking Rune, and spoiler alert, holy cow). Ironically, this gives those who make higher power characters the justification they need to keep going with their rather powerful characters.
I do think there are scenarios in S4 that are extremely newbie unfriendly - I started playing / DM'ing PFS in S4, and the difference between S4 & S0-3 is night and day. I would be extremely hesitant to start new players to PFS / RPGs in general in S4. The hard mode option in Waking Rune is a start, but honestly, most of the optimizers I've talked to have no intention of playing hard mode unless they get some reward from it (even though they have characters that would only be challenged in hard mode). I am starting to wonder whether hard mode should be a DM option, rather than a player option (but it must be announced to the players ahead of time, and it can't be used on a group playing up, etc etc).
So far my best option has been to play up the campiness of having ridiculously powerful PCs in a scenario -- this keeps the non-optimized players highly entertained, as they watch their DM get (faux) frustrated and curse that he would have succeeded if it were not for those meddling kids!
Just my two cents.

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** spoiler omitted **
Getting off-topic here.
An Oil of Bless Weapon is 100gp a pop...not exactly cheap for starting characters. Basically any consumable at 50gp+ each is pretty steep when you start out.
I always carry a rope+grappling hook. :)
I don't consider skill checks a symptom of power creep...I consider "skill check or *die*, *unless* you have magic/special ability to compensate" to be a perfect example of power creep. :)
My litmus test for power creep for the above situation is where:
1) non-core characters was easily (no extra preparation or magic item required) able to deal with the consequences.
and
2) A Core character had limited options at their disposal and usually had to either pay the penalty or expend greater resources to achieve the same result.
Example of above: characters in medium-heavy armor suddenly find themselves underwater.
Core results: drowned. GM ruled you could not drink a potion while underwater.
Non-core results:
Air Crystal.
Potion of Air Bubble/Touch of the Sea in a Potion Sponge.

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Andrew Christian wrote:** spoiler omitted **Getting off-topic here.
An Oil of Bless Weapon is 100gp a pop...not exactly cheap for starting characters. Basically any consumable at 50gp+ each is pretty steep when you start out.
I always carry a rope+grappling hook.
I don't consider skill checks a symptom of power creep...I consider "skill check or *die*, *unless* you have magic/special ability to compensate" to be a perfect example power creep.
My litmus test for power creep for the above situation is where:
1) non-core characters was easily (no extra preparation or magic item required) able to deal with the consequences.
and
2) A Core character had limited options at their disposal and usually had to either pay the penalty or expend greater resources to achieve the same result.
Skill check or Die is the essence of the worlds oldest role playing game :), Read a first edition manual lol. (partially true, but mostly trying to keep it light) almost the opposite of power creep, really.

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** spoiler omitted **
As for swim, well, as noted elsewhere, touch of the sea/air crystals, and in the scenario I'm pretty certain is being referring to, the swim checks are not a surprise.

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As far as power creep on the written scenario side goes:
I think players underestimate the need for consumables. To often players just say " Well I will just deal with what ever comes with whatever my character can naturally do." A little bit of planning and a few thousand gp can go a long way. Having a potion of x,y, and z can get you out of a lot of issues. I still go by the old LG mantra of spending at minimum 10% of your wealth on consumables. Having potions of gaseous form, fly, invis, remove X, mage armor, water breathing, etc. can really help out.

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Andrew Christian wrote:** spoiler omitted **Getting off-topic here.
An Oil of Bless Weapon is 100gp a pop...not exactly cheap for starting characters. Basically any consumable at 50gp+ each is pretty steep when you start out.
I always carry a rope+grappling hook. :)
I don't consider skill checks a symptom of power creep...I consider "skill check or *die*, *unless* you have magic/special ability to compensate" to be a perfect example of power creep. :)
My litmus test for power creep for the above situation is where:
1) non-core characters was easily (no extra preparation or magic item required) able to deal with the consequences.
and
2) A Core character had limited options at their disposal and usually had to either pay the penalty or expend greater resources to achieve the same result.Example of above: characters in medium-heavy armor suddenly find themselves underwater.
Core results: drowned. GM ruled you could not drink a potion while underwater.
Non-core results:
Air Crystal.
Potion of Air Bubble/Touch of the Sea in a Potion Sponge.
FYI: Potion of Bless Weapon is 50gp, not 100gp. Its a 1st level spell.
Failing to swim does not automatically initiate drowning. You still have 2 x your Constitution score to hold your breath, and then you get Constitution checks starting at DC 10 (getting two harder each round) before the drowning rules commence.
Holding your breath is core.
Walking along the bottom of whatever body of water you are on until you reach shore, is core.
Drowning at Sea because you fall overboard is core.
Designing sub-tier 1-2 scenarios without bodies of water is a silly proposition.
Sorry authors, Water is too difficult for core sub-tier 1-2, so you gotta do something else. /sarcasm
There are no situations in which its a skill or die check, if you go prepared, with CORE, mundane equipment.

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As far as power creep on the written scenario side goes:
I think players underestimate the need for consumables. To often players just say " Well I will just deal with what ever comes with whatever my character can naturally do." A little bit of planning and a few thousand gp can go a long way. Having a potion of x,y, and z can get you out of a lot of issues. I still go by the old LG mantra of spending at minimum 10% of your wealth on consumables. Having potions of gaseous form, fly, invis, remove X, mage armor, water breathing, etc. can really help out.
Interestingly enough, the WBL table assumes 10-15% on consumables.

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We are gearing up for Waking Rune hard mode and I just spent 6000 gp on consumables, mostly scrolls. Now some of the big ticket ones are not typically on my keep around all the time list, but I keep a well stocked scroll list on my caster (most for casting myself but quite a few are for a cleric/oracle).

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See, Tellen wasn't a classically-trained Pathfinder. He used to be a part-time mercenary and occasional dungeon-delver, selling his sword to whoever could pay him for his skills. When he uncovered a particularly intriguing relic from a remote ruin, the Society had contacted him (he could hardly believe it wasn't the other way around) to inquire about it... and about him. Tellen was used to being an outsider due to his mixed human and elven heritage, yet he was invited to apply for a commission in the Society to become a field agent.
Tellen had never been exceptionally personable, but the Master of Swords was nonetheless impressed with his skill with an elven curve blade. The Master of Spells seemed to tolerate him well enough, and the Master of Scrolls was pleased with his sharp wits and keen memory. After a much shorter process than he had expected, Tellen was made a full-fledged Pathfinder.
Passing through the commons area, he couldn't help smiling a bit at the diversity before him: though like most of Golarion the Society was dominated by humans, there were also elves, dwarves, halfings and some half-elves like himself. There were even a couple of well-dressed half-orcs, a few druids - with wolves or tigers at their sides, even! - and Tellen could swear he saw a tiefling or two. Incredible! He'd never felt so at home in his life.
Then he stepped into the briefing room.
The first thing he noticed was a creature whose race he wasn't sure of, as he'd never seen a humanoid with four arms before. The drooling oddity was covered in multi-hued flasks and jars, which clanked about on their straps and buckles as the lab-experiment-gone-wrong simultaneously played Rock Paper Scissors with two different creatures.
One of the freak's opponents was a lanky fellow who, for whatever reason, had a pair of those strange new "firearms" in his possession, each dangling from a leather strap tied to one wrist or the other, bouncing around (rather unsettlingly, as they appeared to be loaded and cocked) as the man competed with two of the first monstrosity's arms in the silly game.
Tellen's heart stopped once he was able to focus his attention enough to realize what was on the other side of the four-armed thing. Standing at least 7 feet tall was some sort of giant, bipedal reptile with sickeningly-wicked talons, especially on its feet. The fear was soon replaced by utter confusion, however, as Tellen noticed that there was a squirrel perched atop the velociraptor's head, and that the squirrel was shouting curses as he (the squirrel) lost yet another game of Rock Paper Scissors against two of the freak's arms.
He must have drifted into the room a bit, because he was snapped out of his awe by the sound of the door slamming shut behind him. He spun around, then jerked his head back at the sight before him: an overly-skinny female humanoid dressed from head to toe in black, skin-tight patent leather. Her face was obscured by a bondage mask, but Tellen was pretty sure she was looking him over hungrily as she caressed the coiled leather whip at her side with one hand and fiddled with a holy symbol of Calistria with the other.
After taking a step back and swallowing hard, he saw two more people in the back corner, behind the holy dominatrix. Standing in silent resignation was a refreshingly ordinary-looking paladin. Next to him was the apparent source of some screaming that Tellen's conscious mind had not fully noticed until now: a pale, skinny elf in wizard's robes and black-dyed hair that covered one eye was shoving a holy symbol of Asmodeus in the paladin's face - almost pressing it against his forehead.
The elf was clearly agitated about something, but Tellen couldn't make out all of his shouted rants; something about condescension and judging. Then he switched to something about cooperation and not starting trouble where there wasn't any, as he started waving some black onyx gems in front of the still-silent paladin.
Trying to gather his wits, Tellen surveyed the nightmarish circus once more before spotting a Venture Captain behind a desk on the other side of the squirrel/velociraptor Rock Paper Scissors team. Approaching cautiously, Tellen intended to ask for directions to briefing room A8-C (as he certainly must have taken a wrong turn and ended up in the psych ward), but stopped in open-mouthed horror as he noticed his own name on a roster on the desk, simultaneously realizing that the VC was already speaking, with a resigned glaze over his eyes:
"...and then return here to report your findings. Any questions?"
Sometimes I feel like maybe when people talk about "power creep" or similar subjects, what really bothers them is an experience like Tellen's (in the spoiler) and it just gets mis-labeled. Just a guess and I could be way off, but thought I'd throw it out there. :)

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I know that some folks are going to yell at me for saying they are having “badwrongfun.”
But I see the two real issues are:
1) Players, in general, got used to how easy things were with scenarios in season 0-2 (with very few notable exceptions). Scenarios designed for 4 where the +1APL didn’t truly adjust for 6 player tables, allowing folks to play up constantly with little threat. They got used to not needing to be prepared with fairly standard adventuring equipment and a fairly standard allotment of consumables. Simply put, they would go into a scenario unprepared, and find out they didn’t really need to be prepared. And for those who want to say I’m painting with too broad a brush or stereotyping… I’m including myself in this group (my first character death was because I went in unprepared in Temple of Empyreal Enlightenment.) So they got in a habit of not needing to be prepared, and not needing to use all of their tactical acumen to survive.
2) I consider power “creep” a thing where a standard build can overpower everything, and so you have to create scenarios to stand up to the standard builds. That isn’t what is happening here. The power “surges” I noted in my above post, were just the way things happen when more material is produced. But frankly the 2nd power surge (the one of scenarios becoming harder and scaled for 6 instead of 4) was necessary before the player power surge of more books to work with. What happens though, with additional options, is that the ability to over optimize becomes easier. You take that standard powerful build, and make it ridiculous when you don’t need to. Part of the problem is the over-optimization that many players enjoy doing. This isn’t necessarily “badwrongfun” insomuch as being disrespectful to the majority of players who don’t want to over-optimize. Simply put, creating a character that is so optimized that even season 4 scenarios present no challenge and can be solo’d by you, is disrespectful to other players.
The casual players can tend to get hurt by the scale-up in power, because the casual player doesn’t like to “need to be prepared.” They don’t want to put that much thought into things. That’s fine. I like some sessions where I can just relax and yuk it up with my friends and we get maybe 2 hours of playing done in 4 or 5 hours of hanging out. That’s why I have a home game group of guys I play with. When the majority of us are in the mood for some major tactical strategy, we hit the dungeon hard, all prepared and try to crush it while the GM tries to crush us. When the majority of us are in the mood to be casual, we just fiddle fart around and just laugh and be silly or blue (or both) and enjoy ourselves.
I’m not sure organized play is the right environment for casual play, because part of the responsibility of a player is to be prepared, and if you aren’t it could mean the death of someone else’s PC. That isn’t fair to them.

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So, Andrew, are you saying that one should be prepared, but not overly prepared? I'm a bit confused; what is the middle ground exactly do you want people to hit?
I, for one, can't wait to see what will happen on the forums once the Strategy Guide is released. :D

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So, Andrew, are you saying that one should be prepared, but not overly prepared? I'm a bit confused; what is the middle ground exactly do you want people to hit?
There is a difference between preparation and optimization.
And everytime I bring up the overly-optimized thing, everyone assumes I’m talking about their archer who is a really good archer, or their Barbarian who has a DPR of 150 or higher.
Please stop assuming what I’m talking about. If what I’m writing isn’t clear enough, ask, like @fantatic rat did here.
Everyone has played at or GM’d for a table with at least one character that was so optimized that he trivialized every encounter. To the point where everyone else wondered what they were doing there. The rogue couldn’t disable or perceive traps better than this guy. The Barbarian couldn’t put out half the DPR of this guy. The bard didn’t know nearly as much as this guy. He was a one man team.
Make an optimized guy. Have fun. I do the same.
But we all know it when we see it, when there is some major cheese going on. This usually is the result of the alchemist/growth cleric/draconic sorcerer/barbarian/dragon disciple build that gets so many strength bumps that all stack together, that even rolling d4’s for damage, they average over 20 per hit. Or the twin double fiend sighted deeper darkness casters tieflings that actually use their abilities to dominate the game without thought for others.
The middle ground is just create a character. Make him good at one or two or even three things. Optimize the heck out of what he’s good at. But don’t optimize so much, that you dominate the game no matter what’s thrown at you (especially at the expense of the fun of others.)

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Well, seeing as when people complain about over optimization, it's often about some character who put out a ton of DPR in a game, so it's pretty natural to feel like, if you're playing a high DPR character, people are talking about you.
But yeah, I can see that. I don't got anything against optimization, but let the other guys have a turn, right?

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FanaticRat wrote:So, Andrew, are you saying that one should be prepared, but not overly prepared? I'm a bit confused; what is the middle ground exactly do you want people to hit?I, for one, can't wait to see what will happen on the forums once the Strategy Guide is released. :D
I imagine it will be about as useful as all previous 3.x guides, which is to say hilariously bad.

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Rerednaw wrote:Andrew Christian wrote:** spoiler omitted **Getting off-topic here.
An Oil of Bless Weapon is 100gp a pop...not exactly cheap for starting characters. Basically any consumable at 50gp+ each is pretty steep when you start out.
I always carry a rope+grappling hook. :)
I don't consider skill checks a symptom of power creep...I consider "skill check or *die*, [u]*unless* you have magic/special ability to compensate" to be a perfect example[/u] of power creep. :)
My litmus test for power creep for the above situation is where:
1) non-core characters was easily (no extra preparation or magic item required) able to deal with the consequences.
and
2) A Core character had limited options at their disposal and usually had to either pay the penalty or expend greater resources to achieve the same result.Example of above: characters in medium-heavy armor suddenly find themselves underwater.
Core results: drowned. GM ruled you could not drink a potion while underwater.
Non-core results:
Air Crystal.
Potion of Air Bubble/Touch of the Sea in a Potion Sponge.FYI: Potion of Bless Weapon is 50gp, not 100gp. Its a 1st level spell.
Failing to swim does not automatically initiate drowning. You still have 2 x your Constitution score to hold your breath, and then you get Constitution checks starting at DC 10 (getting two harder each round) before the drowning rules commence.
Holding your breath is core.
Walking along the bottom of whatever body of water you are on until you reach shore, is core.
Drowning at Sea because you fall overboard is core.
(tl, snipped)...
Sir please refer to the text at the bottom of every forum page. The most important rule.
Thank you. And please avoid the straw man. I never said that drowning was not core. Your straw man did. I also never said that there are not Core solutions to encounter issues. That's not the topic of the thread or my post. Feel free to start a different thread if you need to sir.
Yes holding your breath (DC 10,12, 14) is core. Non-core have superior options.
But what if he'd rather have a swim speed or very high swim check or simply be able to breathe underwater?
My caster if Core would have to wait until level 3. Then he would learn Alter Self to mitigate the effects of water encounters. But throw in non-core...and you have Touch of the Sea, Air Bubble, etc..at level 1.
Having a level 1 spell function as well or better than a level 2 spell I would submit is an example of power creep. Or in the case of my witch, his Fly hex automatically grants a +4 swim check at level 1. No equipment needed.
I'm not sure why you are stating that is not a reasonable example of power creep? I humbly posit that holding your breath (DC 10, 12, 14) is not easier and has penalties compared to being able to breathe underwater or have auto-succeed swim check/swim speed.
Another example: Difficult terrain at level 1? Non-core gets to quaff a potion of Feather Step or have their friendly druid/ranger cast it. I don't know of a Core level 1 spell that does the same.
Two-Hand Fighter weapon options.
Core Falchion 2d4 18-20x2 75gp.
Non-core Nodachi 1d10 18-20x2+brace 60gp.
Core: Wrist Sheath, move action
Non-Core: Spring-loaded Wrist Sheath, swift action.
Core: Pick up dropped weapon with move action.
Non-core: Weapon core = pick up dropped weapon with swift action.
My point was and is that in each case we have a non-core equivalent accomplishing what is needed or providing superior results for minimal or sometimes even less resource investment.
Judging by your response and your tone you apparently do not agree.
I guess we agree to disagree.

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Yes holding your breath (DC 10,12, 14) is core.
Correction:
Holding your breath (DC 10, 12, 14, etc) is NOT Core.Holding your breath (no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, no check, DC 10, 12, 14, etc) is Core.
Or in the case of my witch, his Fly hex automatically grants a +4 swim check at level 1.
The Core Assumption for PFS includes the River Rat trait, which also grants you +4 to Swim checks at level 1, in addition to +1 damage with daggers.
Another example: Difficult terrain at level 1? Non-core gets to quaff a potion of Feather Step or have their friendly druid/ranger cast it. I don't know of a Core level 1 spell that does the same.
Or you could have the Travel domain for +10ft movement (equivalent to ignoring up to 2 spaces of difficult terrain). Doesn't allow a 5ft step into difficult terrain, but on the other hand, it has benefits outside of difficult terrain as well. Alternatively (or even additionally), you could take Nimble Moves and Acrobatic Steps to ignore difficult terrain. Then you don't need to eat up spell slots or spend gold, either.
Core: Wrist Sheath, move action
Non-Core: Spring-loaded Wrist Sheath, swift action.
The wrist sheath is not Core, making this comparison invalid.

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Andrew Christian wrote:Rerednaw wrote:Andrew Christian wrote:** spoiler omitted **Getting off-topic here.
An Oil of Bless Weapon is 100gp a pop...not exactly cheap for starting characters. Basically any consumable at 50gp+ each is pretty steep when you start out.
I always carry a rope+grappling hook. :)
I don't consider skill checks a symptom of power creep...I consider "skill check or *die*, [u]*unless* you have magic/special ability to compensate" to be a perfect example[/u] of power creep. :)
My litmus test for power creep for the above situation is where:
1) non-core characters was easily (no extra preparation or magic item required) able to deal with the consequences.
and
2) A Core character had limited options at their disposal and usually had to either pay the penalty or expend greater resources to achieve the same result.Example of above: characters in medium-heavy armor suddenly find themselves underwater.
Core results: drowned. GM ruled you could not drink a potion while underwater.
Non-core results:
Air Crystal.
Potion of Air Bubble/Touch of the Sea in a Potion Sponge.FYI: Potion of Bless Weapon is 50gp, not 100gp. Its a 1st level spell.
Failing to swim does not automatically initiate drowning. You still have 2 x your Constitution score to hold your breath, and then you get Constitution checks starting at DC 10 (getting two harder each round) before the drowning rules commence.
Holding your breath is core.
Walking along the bottom of whatever body of water you are on until you reach shore, is core.
Drowning at Sea because you fall overboard is core.
(tl, snipped)...
Sir please refer to the text at the bottom of every forum page. The most important rule.
Thank you. And please avoid the straw man. I never said that drowning was not core. Your straw man did. I also never said that there are not Core solutions to encounter issues. That's not the topic of the thread or my post. Feel free to start a...
There is no tone. I was simply stating facts.
And it wasn't a straw man argument. You keep arguing that save or die skill checks are part of power creep.
And that is a false argument. I tried to show that there really are no save or die skill checks if you come prepared with core, mundane equipment that isn't all that expensive.
But you obviously want to harp on your argument, so have at it.

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....snipping a little here....The Core Assumption for PFS includes the River Rat trait, which also grants you +4 to Swim checks at level 1, in addition to +1 damage with daggers.
....snipping some more....
minor correction:
River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.Bolding mine! I've got a River Rat, so I think I know this one... unless they changed the printing and I have an older version or something...
Wait... are you counting the +3 for it being a class skill? yeah, I guess for some PC classes it would be a +4.