New to running PFS...


GM Discussion


Is there a formal rule that says a gm cannot modify encounters to make them more difficult?

Grand Lodge 4/5 *** Venture-Captain, Pennsylvania—Pittsburgh

Yes. You must run as written in PFS play. You can change tactics if the players invalidate them, or utilize fluff about weather with mechanical effects, but that is the extent of it.


Nick Greene wrote:
Yes. You must run as written in PFS play. You can change tactics if the players invalidate them, or utilize fluff about weather with mechanical effects, but that is the extent of it.

Cool thanks... So can you utilize any of the abilities within their stat-block, or are you limited to their described combat tactics?

Silver Crusade 4/5

You're supposed to use their described combat tactics, if possible. Only if the players completely invalidate those tactics can you do otherwise.

As an example of why, there's an old tier 1-7 adventure where one of the fights at subtier 1-2 is against a level 3 cleric with a zombie. The tactics specifically say that the cleric only uses negative channeling to heal the zombie, not as an offensive weapon against the PCs.

A smart GM would realize that channeling negative against the PCs is actually the smartist tactic that cleric could use, but it would also result in a quick TPK pretty much every time against level 1 PCs. So you're required to use the dumbed down tactics listed in the scenario and have the cleric fight stupidly in order to keep the fight easy enough for the PCs to win.

Grand Lodge 4/5

Fromper wrote:

You're supposed to use their described combat tactics, if possible. Only if the players completely invalidate those tactics can you do otherwise.

As an example of why, there's an old tier 1-7 adventure where one of the fights at subtier 1-2 is against a level 3 cleric with a zombie. The tactics specifically say that the cleric only uses negative channeling to heal the zombie, not as an offensive weapon against the PCs.

A smart GM would realize that channeling negative against the PCs is actually the smartist tactic that cleric could use, but it would also result in a quick TPK pretty much every time against level 1 PCs. So you're required to use the dumbed down tactics listed in the scenario and have the cleric fight stupidly in order to keep the fight easy enough for the PCs to win.

If that is the scenario I think it is, you need to re-read the tactics. The tactics allow the Cleric to either heal her zombie, OR channel to harm living, whichever seems more appropriate at the time.

Scenario name:
The Devil We Know, Part 1: Shipyard Rats
Tactics: Luscilia lets her zombies do the brunt of the fighting and uses her Channel Energy ability frequently, choosing to either harm the PCs or heal her zombie depending on where it will do the most good. She hits the strongest melee fighter as soon as the battle starts with blindness/deafness (which causes blindness only) and attempts to use cause fear to scare anyone else away from her. She only fights in melee if she has to.

Ugly, ugly, fight.:
I killed half the party, last time I ran it, and that was with healing the zombie as a higher priority. Doesn't help if the party isn't hurting the zombie... And the party healing is from a single wand of CLW... No positive channelers. So, Blind on one PC, Cause Fear on another. Channel to heal the zombie. Fourth round of combat, not much choice left, especially with the Witch hitting her with the Evil Eye, but to channel to harm. Sigh.

The only reason half the party was left was because they finally managed to hit her with enough damage to activate her retreat under the morale section.

4/5

There's a number of Scenarios where the enemies could easily overwhelm the party if they use all of their abilities instead of following their tactics (mostly casters, especially Clerics with Channel Negative Energy.)

What "invalidates" an NPC's tactics is a subject of table variation, but keep in mind that the idea behind the tactics is to provide a somewhat consistent experience for players. Although there have been a few times that I've done a "<shakefist> Tactics!" while GMing PFS, I much prefer it to an environment where tactically ruthless GMs greatly increase the difficulty of encounters.

Also, make sure to note Morale. Enemies that run or use potions at a certain point are typically less difficult than suicidally focused ones.

Shadow Lodge 4/5

All my mooks fight to the death.*

*because they die too fast

1/5

OP, you mentioned you are new to running PFS...what levels of player characters have you run for, so far? 1-5 tier, 3-7 tier, etc.?

5/5 5/55/55/5

Its weird. It seems like the NPCs that are fighting for scale are the ones that "FIGHT TO THE DEATH!" and the ones that have a legitimate purpose for being there quaff a potion when their internal organs get even the least bit external.

3/5 5/5

For scale meaning for pay?

Grand Lodge 4/5

I thought there was an Alfred Hitchcock quote in that, but it looks as if he didn't actually say "scale" .. Yes, for a standard rate of pay.

4/5

Paladin of Baha-who? wrote:
For scale meaning for pay?

"For scale" is essentially the actor's equivalent of "for minimum wage".

5/5 5/55/55/5

The quote as i remembered it was

Actor "Whats my motivation mr Deville?"

Director: "Scale"

Which gets really interesting with the economics of buying mooks and adventuring. One adventure had someone holding an important hostage for... 50 gold. My second level character ducked into the kangaroos pouch, took out 100 gold pieces and tossed it to him. "Have a nice day, thank you for your help, we'll take it from here"

Shadow Lodge 3/5

Have a read of the section in the PFS guide on p33, Table Variation. I was going to quote it here, but the whole section is absolutely important to be understood to run games, and it's quite a big section.

Liberty's Edge 4/5 *

BigNorseWolf wrote:

The quote as i remembered it was

Actor "Whats my motivation mr Deville?"

Director: "Scale"

Which gets really interesting with the economics of buying mooks and adventuring. One adventure had someone holding an important hostage for... 50 gold. My second level character ducked into the kangaroos pouch, took out 100 gold pieces and tossed it to him. "Have a nice day, thank you for your help, we'll take it from here"

I remember being in a similar situation ... once the value of the hostage was discovered, we blinked and three players each offered to pay it. It was a very "Doctor Evil / ONE MILLION DOLLARS!" moment. ;)

The Exchange 5/5

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BigNorseWolf wrote:

The quote as i remembered it was

Actor "Whats my motivation mr Deville?"

Director: "Scale"

Which gets really interesting with the economics of buying mooks and adventuring. One adventure had someone holding an important hostage for... 50 gold. My second level character ducked into the kangaroos pouch, took out 100 gold pieces and tossed it to him. "Have a nice day, thank you for your help, we'll take it from here"

Back in the days, I can recall playing in a Rune Quest game where the hostage is being ransomed for ... 2 bottles of grain alcohol. The Mooks were a race called Trollkin (picture goblins) and the grain alcohol just made them drunk. When the PCs found out the cost of the alcohol (something like 2 gp - REALLY cheap) they just went to the ransom meeting with 4 bottles.

Problems ensued. The payoff was so going so easy the Trollkin suspected a double cross... and told PC A to drink some of the grain alcohol.

PC B: "He can't do that!"
Trollkin: "Ah-ha! I heard of stuff called poison before! I not so stupid!"
PC B: "Nah, he can't drink it 'cause it's Fireday! Against his religion to drink firewater on Fireday."
Trollkin: "oh... ok. Wait! you drink some!"
PC B: "sorry, can't do that... same religion!"
Trollkin: "wow! sorry dude, dumb religion!"

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