Eyes of the Ten XP and PP clarifications


Pathfinder Society

Scarab Sages 4/5

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I'm about to start GMing Part II of Eyes of the Ten but I've been a bit confused about the XP and PP awarded so I'd like some clarification.

According to the new rules you gain 2 XP from Part I and 1 XP for Parts II, III, and IV (so you actually finish the arc at 13.2). As far as I can tell there hasn't been a clear decision on when you apply the XP (if you give them the XP as you go so that they are level 13 for Parts III and IV or if you give them all 5 XP at the end of the arc).

Furthermore, I'm unsure how much PP to give my players. If Part I is worth 2 XP, is it worth 4 PP? Is each Part after that (II, III, and IV) worth 2 PP? I noticed that Part II has some "bonus PP" mentioned: does this mean that they could potentially earn more than 2 PP?

Thanks!

Silver Crusade 5/5

Hello Mike,

I have played through Eyes of the 10. On my Chronicle sheet for #46 Requim for the Red Raven, My character earned 2 xp and 2 fame. For #54 Maze of the open road my character earned 1 xp and 2 fame. For #2-05 Red Revolution, 1 xp and 2 fame. For 2-22 1 xp and 7 Fame ( I got 5 bonus Fame as part of one of the boons)

I hope this helps,

Myles Crocker

Scarab Sages 4/5

Seems like Part I should reward more than 2 PP. And I'm still confused by the "bonus PP" in Part II.

Liberty's Edge 5/5

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You apply the XP as you go.

Scarab Sages 4/5

I figured that part. I need some more clarification on PP though.

4/5 ****

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Part 1: 2xp max 2pp
Part 2: 1xp max 2pp
Part 3: 1xp max 2pp
Part 4: 1xp max 2pp, or max 4pp or max 7pp

Players will be level 13 for parts 3 & 4

The Exchange 4/5

The Pirate rob has the crux of it.

Sczarni 5/5 5/55/5 ***

There are now secondary success conditions for EotT. Be sure to look them up. That will impact how much Prestige your players earn.

Grand Lodge 5/5 *

I feel bad for players that will play Eyes of the Ten and not receive faction missions. They should've left that arc adhere to legacy rules regarding earned prestige and faction missions.

5/5 *

Faction missions are still optional. They may attempt them if they wish.

Grand Lodge 5/5 *

Yes, but a GM may decide to not utilize them at all, since they are optional. Hence, a good portion of the fun and flavor of Eyes of the Ten would be lost.

Part 4 suffers the most from this change. Removing the actual importance of faction missions negates one of the best parts of that whole scenario, as well as providing an actual internal conflict for characters devoted to their organizations.

4/5 5/5 **

ThreeEyedSloth wrote:
Part 4 suffers the most from this change. Removing the actual importance of faction missions negates one of the best parts of that whole scenario, as well as providing an actual internal conflict for characters devoted to their organizations.

Check the Secondary Success Conditions document for #2-22, EotT part 4. GMs are directed to hand out the faction missions at the appropriate time and inform the players that this is an exception to the "faction missions are flavor" rule. Let the role-playing begin!

4/5 *

ThreeEyedSloth wrote:
Yes, but a GM may decide to not utilize them at all, since they are optional. Hence, a good portion of the fun and flavor of Eyes of the Ten would be lost.

Faction missions are optional for *players*, not for GMs. The GM should always have faction mission handouts available and ask players if they want to do them - it's not the GM's call for the whole table.

5/5

Scott Young wrote:
ThreeEyedSloth wrote:
Yes, but a GM may decide to not utilize them at all, since they are optional. Hence, a good portion of the fun and flavor of Eyes of the Ten would be lost.
Faction missions are optional for *players*, not for GMs. The GM should always have faction mission handouts available and ask players if they want to do them - it's not the GM's call for the whole table.

Not withstanding this specific situation, wherein the secondary success condition points towards handing out the faction missions as part of the game, GM's are no longer required to have, or handout, faction missions if they choose not to. The GM may offer them to the players, but are under no obligation to do so from what I can tell.

John Compton

Quote:
I have a few ideas of how to address this, some better than others. The quick answer would be to still enjoy the faction mission handouts for fun, but that fails to address a) that some players are primarily motivated to perform faction-related goals when there's a reward, and b) that GMs are no longer expected to print out and hand out those faction mission handouts, so to rely too heavily on this stance would just be undoing what has been done.

If this has been overturned somewhere, I'd be willing to go back and print out some of the faction missions for scenarios I've skipped them on, but going forward I had no real intention to print out copies of missions that had no game relevance.

Grand Lodge 5/5

Sniggevert wrote:
Scott Young wrote:
ThreeEyedSloth wrote:
Yes, but a GM may decide to not utilize them at all, since they are optional. Hence, a good portion of the fun and flavor of Eyes of the Ten would be lost.
Faction missions are optional for *players*, not for GMs. The GM should always have faction mission handouts available and ask players if they want to do them - it's not the GM's call for the whole table.

Not withstanding this specific situation, wherein the secondary success condition points towards handing out the faction missions as part of the game, GM's are no longer required to have, or handout, faction missions if they choose not to. The GM may offer them to the players, but are under no obligation to do so from what I can tell.

John Compton

Quote:
I have a few ideas of how to address this, some better than others. The quick answer would be to still enjoy the faction mission handouts for fun, but that fails to address a) that some players are primarily motivated to perform faction-related goals when there's a reward, and b) that GMs are no longer expected to print out and hand out those faction mission handouts, so to rely too heavily on this stance would just be undoing what has been done.
If this has been overturned somewhere, I'd be willing to go back and print out some of the faction missions for scenarios I've skipped them on, but going forward I had no real intention to print out copies of missions that had no game relevance.

+1

I dont bother to print them anymore, but if someone wants to do the mission, I am more than willing to let the player look at the page that has their mission briefing listed on it so they can do it.

5/5 *

Seth Gipson wrote:
I dont bother to print them anymore, but if someone wants to do the mission, I am more than willing to let the player look at the page that has their mission briefing listed on it so they can do it.

this. I will just pull the handout up on my ipad if they want it.

Silver Crusade 2/5

I find that my tables are too big, and there is too much chance that I am going to run over the time limit, so I usually announce that I am not handing out faction missions. Seven players are hard enough to herd.

Grand Lodge 5/5 *

Dan Simons wrote:
ThreeEyedSloth wrote:
Part 4 suffers the most from this change. Removing the actual importance of faction missions negates one of the best parts of that whole scenario, as well as providing an actual internal conflict for characters devoted to their organizations.
Check the Secondary Success Conditions document for #2-22, EotT part 4. GMs are directed to hand out the faction missions at the appropriate time and inform the players that this is an exception to the "faction missions are flavor" rule. Let the role-playing begin!

Oh, I'm aware. However, if the GM is not giving faction missions for Parts 1-3, it seems out of place and suspicious to be receiving them all of a sudden.

It "technically" still works as is, but nowhere near as effectively as it did before.

Sovereign Court 3/5

Does the Eyes of the Ten arc grant XP and PP during all 4 parts or just for part 4?

The Exchange 4/5 5/5

Crimson_Dragon wrote:
Does the Eyes of the Ten arc grant XP and PP during all 4 parts or just for part 4?

2 XP for Part 1, 1 XP each for Parts 3-4.

PP depends on the players, but is earnable in all 4 parts. Check the Secondary Success conditions for more details.

The chronicles were never updated, but let me see if I can find the post by Mike Brock.

Liberty's Edge 4/5 5/55/55/5 ****

1 person marked this as a favorite.

Holy Necro Bat-Dog!

Sczarni 5/5 5/55/5 ***

Crimson_Dragon wrote:
Does the Eyes of the Ten arc grant XP and PP during all 4 parts or just for part 4?

Pirate Rob answered this up thread:

Robert Hetherington wrote:

Part 1: 2xp max 2pp

Part 2: 1xp max 2pp
Part 3: 1xp max 2pp
Part 4: 1xp max 2pp, or max 4pp or max 7pp

Players will be level 13 for parts 3 & 4

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