Pathfinder Society Scenario difficulty


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5/5 5/55/55/5

Ascalaphus wrote:


I dunno about that. I think in many cases the battlefield doesn't really permit a great deal of skill on either side; people encounter each other at about 1-3 Move actions apart with relatively uncomplicated terrain.

So this would be agreeing with me most of the time so.. progress :)

Quote:
I've had much more interesting encounters in situations were more complicated terrain was used (Tapestry's Toil top of the stairs scene, Storval Stairs end fight). Much more maneuvering around, rather than just "how do we deploy into this room and get to the caster".

I really don't see how player skill is going to matter much here once initiative is rolled. A good player will have built for difficult terrain, flying, etc. but taking the shortest route is mostly a matter of counting squares.

5/5 5/55/55/5

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Evil overlord rules for bad guys

I will not stand directly in a charge lane from an open door.

I will have a will save

I will never buff in combat. On a good night i have 18 seconds of life. If i didn't cast it when sir clanks a lot stood outside the door for 15 minutes plotting to put guidance on everyone, its too late now.

If i am ranged, I will be hard to reach.

If I am melee, I will wait in a spot that makes it hard to shoot me from 800 feet away.

I Will NEVER drink a healing potion. EVER. Getting 1d8+1 hit points back is not worth being hit 4-7 times. If I am not fighting to the death, my survival strategy will be correlated to my movement rate, or the movement rate of my escape plan.

I will leave tactics open

If my deity is canonically opposed by both Asmodeous AND saranrae (and probably everyone in between), i will not full round cast a spell that provides anyone opposed to my religion a +4 to their will save.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

BigNorseWolf wrote:
Quote:
I've had much more interesting encounters in situations were more complicated terrain was used (Tapestry's Toil top of the stairs scene, Storval Stairs end fight). Much more maneuvering around, rather than just "how do we deploy into this room and get to the caster".
I really don't see how player skill is going to matter much here once initiative is rolled. A good player will have built for difficult terrain, flying, etc. but taking the shortest route is mostly a matter of counting squares.

What I'm getting at is that more skill gets involved if features like these come into play:

- unsafe-looking rope bridges between platforms that the BBEG might decide to fireball
- hostages
- conveyor belt stuff, leading to some certain-death spot
- archers on towers providing the enemy with covering fire if the PCs take the obvious route
- traps that the bad guys know not to step on
- Wall spells used intelligently to separate the party (but: make sure people have something to do on both sides
- ways for the enemy to be useful while also taking cover from PC ranged attacks (arrow slits)
- murder holes
- enemies that attack the party from behind after all the melee types have gone to the front

These can all make combat much more interesting than a race to see who does more damage/who can hold out longer.

Silver Crusade 4/5

Dan Simons wrote:
I find the difficulty and length of a BBEG fight, especially a solo battle, swings wildly based on a single die roll - initiative. If the BBEG gets a poor initiative, they may never get to go, period. I'm not sure how to fix that, unless NPCs and monsters are allowed to Take 10 on initiative, or maybe set a special BBEG rule that the GM rolls, but anything below a 10 gets automatically bumped up to a 10?

The Quick Mythic template for all BBEGs should do the trick.

The Exchange

outshyn wrote:
Auke Teeninga wrote:
** spoiler omitted **

Thanks. I still don't get it though. Although I cannot buy the PDF, I can see the stat block on pfsprep, and if I were running that BBEG, then even without the extra monsters, I would wipe the floor with a level 6 PC. How would you not?

** spoiler omitted **

Sorry i'll expand a bit. I didn't nearly solo it totally alone but I didn't need much in the way of help.

Spoiler:
We had a silence spell running that had me as the focus. That was something that made a big difference. All I needed to do was get near it for 1 standard actions. Now I couldn't pull that off but as a level 6 against a level 12 encounter I can way closer than I should have been able to, and in the end it took a wall of force to stop me. Nothing else thrown out was doing the job.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Jack Amy wrote:
Dan Simons wrote:
I find the difficulty and length of a BBEG fight, especially a solo battle, swings wildly based on a single die roll - initiative. If the BBEG gets a poor initiative, they may never get to go, period. I'm not sure how to fix that, unless NPCs and monsters are allowed to Take 10 on initiative, or maybe set a special BBEG rule that the GM rolls, but anything below a 10 gets automatically bumped up to a 10?
The Quick Mythic template for all BBEGs should do the trick.

So, if the big bad is guaranteed to act first, why bother taking improved initiative?

If the PCs deal too much damage, we boost the bad guys HP. Okay, so what is the point of boosting your damage?

If the PCs kill the mooks too quickly, we add one more. Okay, so what is the point of rolling crits? They just make combat harder?

Choices should have consequences. That means bad choices should make things harder. But that also means that good choices should be rewarded, not make things harder.

The Exchange 3/5

When do the enemies start making good choices and get rewarded for those? It seems very rare.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

#7-02 :)

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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My wife has a scroll scoundrel rogue that has a hard time rolling under 30 on a diplomacy check, even if no one else in the party is helping. She pretty regularly breaks 40. That means she is beating just about every diplomacy check that comes up in game by at least 5 if not 10. Are you saying that if she sits down at the table, I should raise the difficulty of all diplomacy checks by 5?

Of course, to do this, she traded away a lot of feats and talents and gp that she could have used for AC and Damage. So should I reduce the HP and to hit of all the enemies to compensate?

At what point does "I want to make it challenging" mean "Okay, roll over 16 on this d20. Don't worry about your stats."

The Exchange 3/5

I've played it and can't say I even remember anything noteworthy besides a puzzle sadly.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Spoiler:

flying greater invisible scorching rays

bane striking triple shot archer

140(?) foot move spring attackers who have access to teleport portals that increase their speed by 50% and allow them to never be vulnerable to ranged strikes and have blur?

The gm thread for that scenario is full of TPKs and mission fails.

5/5 **** Venture-Agent, Netherlands—Utrecht

outshyn wrote:
Quentin Coldwater wrote:
I'd like to see the option of "advanced players". Not necessarily hard mode, but the option to change the numbers slightly if you see your table's breezing through things. Things like slapping the Advanced template on things, more mooks, or just increased HP, so the enemy can stand for a few more rounds and actually be a threat.
For what it's worth, you said "not necessarily hard mode" but then you listed exactly the types of things that are done in hard mode. To paraphrase, it seems like you said, "don't call it hard mode, but do exactly everything that hard mode does." Just, you know, FYI. You probably don't care. But if you haven't read a module with hard mode, then you might not have known, and now you do.

Thanks for that. Didn't know what hard mode entailed, but should've guessed it's something like that. Someone mentioned mentioned that everyone should agree to do hard mode before doing so, and I sort of agree, but I'd also like to have the freedom of the GM to do so on the fly for only one encounter or so. I've often secretly given my players the higher tier monsters, but with slightly less to-hit or HP, just because it'd make for a more interesting fight (especially season 0-3). Not entirely according to the rules, but my players didn't blow through too many resources and I'd hate to present them an encounter that takes half an initiative count to resolve.

Anyway, point is, I'd like to see some suggestions that acknowledge PFS might sometimes be on the easy side. I have to admit, since season 5 or 6 that's decreased significantly, but giving GMs permission to adapt to the players would be appreciated. I've seen so many encounters (on both side of the table) where the GM went, "Well, this'll be a cakewalk for you guys, but it's in the scenario..." I've played scenarios where the GM gave us high tier encounters and we couldn't even tell the difference.
The only problem I see is that it's easily abused and GMs might judge their players's strength incorrectly, leading to a TPK. But if used responsibly, I'd love to see that, rather than a GM having to ask before every single encounter, "okay guys, want the high or low tier?"

1/5

I fear that one of our regular GMs is getting burned out by the ability of some characters to apparently just walk over the scenario. I believe that some leeway to adapt would combat this situation.

5/5 5/55/55/5

Ascalaphus wrote:


- unsafe-looking rope bridges between platforms that the BBEG might decide to fireball
- hostages
- conveyor belt stuff, leading to some certain-death spot
- archers on towers providing the enemy with covering fire if the PCs take the obvious route
- traps that the bad guys know not to step on
- Wall spells used intelligently to separate the party (but: make sure people have something to do on both sides
- ways for the enemy to be useful while also taking cover from PC ranged attacks (arrow slits)
- murder holes
- enemies that attack the party from behind after all the melee types have gone to the front

These can all make combat much more interesting than a race to see who does more damage/who can hold out longer.

It is a list of cool things. Unfortunately, besides the convayer belt why do we even have these things? most of them involve character preparation. Conveyor belts in a stop action game are prett complicated.

As cool as they are, what they tend to do is to put more trouble on martials, which are the very catagory of people who are supposed to be interacting with them and having fun with them. Casters have more easy solutions to all of the above problems, especially if you don't want the rule to rely on the dm doing it on the fly: blocking an arrow slit with stone shape is pretty strait forward. Doing it with a large steel shield is a little trickier. Cover from the hostage? I have magic missile. Need to do subdual damage? 3k rod and i'm good to go. Walls? Teleport.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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Quentin Coldwater wrote:
I've often secretly given my players the higher tier monsters, but with slightly less to-hit or HP, just because it'd make for a more interesting fight (especially season 0-3). Not entirely according to the rules, but my players didn't blow through too many resources and I'd hate to present them an encounter that takes half an initiative count to resolve.

Please don't do this. As someone who likes their local venture officers, and who reports and schedules games, this almost inevitably leads to PC deaths, which then have to be retconned, and then I have to reschedule games with a different GM without offending people, and I wind up with people who won't sit at the table with other people, and it gives me headaches and lost GMs.

I know you are trying to be responsible, but it is only a matter of time before you have a run of bad luck. And if you have a run of bad luck and someones race boon character dies because you altered the scenario, it is going to be your fault, and it is going to take an annoying amount of work to fix it.

It's bad enough when it is on accident.

Quentin Coldwater wrote:
I've played scenarios where the GM gave us high tier encounters and we couldn't even tell the difference.

Honestly? I have had GMs give us the high tier. It happens by mistake sometimes. You can tell, even if they don't hurt you too badly, it is easy to tell. And if some of you are high tier, and some of you are low tier, and the GM sends in the high tier boss, someone in the low tier is probably going to die.

Quentin Coldwater wrote:
The only problem I see is that it's easily abused and GMs might judge their players's strength incorrectly, leading to a TPK.

I've seen the later more than the former honestly, but if you just stay around this forum long enough, it comes up about once every 3 months.

But worse, part of the reason that GMs *are* so constrained in PFS is that people keep doing stuff like this, and then we get TPKs and then people come on here and complain, and then we get our hands tied back even more.

Frankly, if you are having to shift up tier to give people a challenge, you are either running way to much season 2 stuff, or you are not running the NPCs effectively, or your players are intentionally or unintentionally cheating. Honestly, I would start checking builds. Very often when someone comes in with an truly awesome build that lets them walk through everything, they have missed or misunderstood something.

1/5

Nohwear wrote:
I fear that one of our regular GMs is getting burned out by the ability of some characters to apparently just walk over the scenario. I believe that some leeway to adapt would combat this situation.

Can't say I'm exactly eager to run games for PFS. I did this past year because our lodge is always so short of GM's but I go to PFS to enjoy myself and running PFS is very little enjoyment compared to the amount of effort required to prep the scenarios.

TBH I'd rather put the effort into my home campaign and simply play a character in PFS until this gets improved.


This is a problem. I've been playing PFS for the last year at various conventions, and, while I have enjoyed myself, in the 20+ games I've played so far

—no one has died

—nothing really bad has ever happened to a PC (petrification, domination, curse etc)

—we've never had to flee an encounter, regroup and try again

—no enemy has ever escaped

—no BBEG has lasted more than maybe 3 rounds

—every single possible goal/treasure/award for the scenario was accomplished/found/awarded every single time

I could almost also add that not one character at any table has been knocked unconscious, but that did happen, once, on my very first adventure (The Confirmation) vs. the little minotaur. That's also the best fight I've participated in, and I had the most fun in it because I actually thought we might die.

Otherwise, no one has been knocked unconscious either.

I've also had a distressing number of GMs who personally apologize to the player every time a monster hits hard.

If I don't feel like I could've died or truly failed, I don't actually feel like I accomplished something.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Maybe this is a regional thing?

I almost wiped the party in 6-02. I actually had a barbarian announce he was entering rage, in order to bring his hit points positive, so that he could take a full withdraw and run for the exit. (Gives a new meaning to the term "rage quit") If I remember correctly, the entire final combat lasted 6 rounds and came down to a single consumable (as in if that last roll had missed or not done enough damage, the remaining PCs were dead.

Port Godless has been a TPK just about every time it has been run. (The one exception is when I ran it, when it was only *almost* a TPK.)

We managed to wipe on Horn of Aroden, but that was pure bad luck. (mostly first level party got pulled high by a single level 5 druid, who didn't have hardly any combat abilities...)

5-01 has been miserable, with almost no one actually getting both PP.

Hellknights feast almost never awards 2 PP

I only survived a scenario just recently because we realized at the very last moment that phantasmal killer is not a death effect, and therefor breath of life does work on it. (Yeah, I failed 2 saves *plus* a folio reroll!) Otherwise I would have been perma-dead in the first half hour of the scenario. And that was a grandfathered early entry bloat mage...

I failed by 2 on a roll to knock a PC off a 70 foot cliff. (It was a pregen admittedly)

I had one PC need 2 breath of lifes in one fight when I GMed Sealed Gate, and since they both came from gloves of first aid, that means someone was out 4500 gp.

And of course, the most awesome TPF (Total party failure) which I was not at the table for, but was near the con desk when the players came to complain:

Party bloat mage cast Haste for 9 rounds.
BBEG used a fear effect, and everyone failed their save.
The fear effect lasted one round longer than the haste. By the time the party had stopped running, turned around and and headed back at normal speed, the BBEG had gathered up all his stuff, had gathered up several items that the party had dropped as free actions to draw weapons, and was now far, far away...

5/5 **** Venture-Agent, Netherlands—Utrecht

FLite wrote:
Quentin Coldwater wrote:
I've often secretly given my players the higher tier monsters, but with slightly less to-hit or HP, just because it'd make for a more interesting fight (especially season 0-3). Not entirely according to the rules, but my players didn't blow through too many resources and I'd hate to present them an encounter that takes half an initiative count to resolve.

Please don't do this. As someone who likes their local venture officers, and who reports and schedules games, this almost inevitably leads to PC deaths, which then have to be retconned, and then I have to reschedule games with a different GM without offending people, and I wind up with people who won't sit at the table with other people, and it gives me headaches and lost GMs.

I know you are trying to be responsible, but it is only a matter of time before you have a run of bad luck. And if you have a run of bad luck and someones race boon character dies because you altered the scenario, it is going to be your fault, and it is going to take an annoying amount of work to fix it.

It's bad enough when it is on accident.

Quentin Coldwater wrote:
I've played scenarios where the GM gave us high tier encounters and we couldn't even tell the difference.

Honestly? I have had GMs give us the high tier. It happens by mistake sometimes. You can tell, even if they don't hurt you too badly, it is easy to tell. And if some of you are high tier, and some of you are low tier, and the GM sends in the high tier boss, someone in the low tier is probably going to die.

Quentin Coldwater wrote:
The only problem I see is that it's easily abused and GMs might judge their players's strength incorrectly, leading to a TPK.

I've seen the later more than the former honestly, but if you just stay around this forum long enough, it comes up about once every 3 months.

But worse, part of the reason that GMs *are* so constrained in PFS is that people keep doing stuff like this, and then we get TPKs and then...

Fair points. Most of my GM sessions do seem to have been from 0 to 3. My only kill so far in PFS was on a confirmed crit with a x3 weapon on a level 1. One of my home campaign deaths also was due to x3 crits, actually, and two more deaths because the tank was absent that day and the 10 CON Warpriest was appointed to soak the Ogre. After which the rest of the party fled while the Cleric stayed behind to cover their retreat.

I must admit, the games in which we played up were all season 3 or lower, I do see that from that point on power level has increased somewhat, so that might invalidate my point somewhat.

As for the scenarios you listed in your newest post:
6-02 turned out to be terrible for us, as our GM miscalculated our APL and gave us high tier, which only one person fell into. We reverted soon after that, but that scenario's a killer. Final combat was pretty easy for us in contrast, but I've heard other parties had a more difficult time, in the same tier.
Port Godless was a close call, but ended up fine. Was one of the more tense games I've played.
Horn of Aroden was pretty easy for my party.
I got a single PP for 5-01 as well, but you don't always get full PP. I do remember that one being particularly easy to fail, though.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

yeah. season 0-3, tier 1-5 most tier adjustments were done by adding more cr 1/2 mooks. (Although even then their fondness for human hating rangers can really mess up a party that is mostly humans, half orcs and half elves)

Horn of aroden is easy, unless

Spoiler:

your level 5 druid has just traded out call lighting, his only offensive spell for for um... something useless, I don't remember what, and has fallen back on shilleghle (sp?) Your summoner (me) is new to the class, level 2, and got too close to the front. (she ran right past my eidolon and ganked me with one hit.) The only silver in the party is the melee thief's short bow (backup weapon), who is trying to kite, but is slower than her. (and doesn't have anything to stop her from taking attack of ops when firing.)

If I remember correctly, the level 5 druid sacked to let the thief run away, and then.

That one was pure bad luck, plus my bad judgement in talking everyone into letting the guy play the level 5 druid and drag us up out of tier. But I am used to level 5 druids kicking butt.

4/5

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I don't understand the argument.

If paizo makes the hard scenario's to challenge min-maxers then the casual players will quit playing. That just might be bad for buisness

Silver Crusade

I am kind of flabbergasted that there are really people like Yolande's groups that have had such an easy time of it. My experience in my region (Socal) has not had the difficulty be quite as high FLite's, but it's still been quite respectable.

I take absolutely no joy out of killing PCs, and even I've gotten kills. I would have a couple more, but I avoided those consciously b/c it was a new player. I rarely have a scenario in which I don't drop at least one person, and usually the steamrolls are only done on zero days for local GMs.

To give just one example, one of our local GMs just ran the Heresy of Man 3-parter (season 2, btw) and got half a dozen totally legit, by-the-rules kills over all three, and he was even merciful and pulled-back on a couple other possible kills. With maybe one exception, these characters were all well optimized. In fact, the super high DPR fighter archer died several times because he was such a threat and got targeted.

One change I would consider at this time regarding difficulty is to allow parties to voluntarily play up when out-of-tier using the same rule as hard mode (you can't do it even if one person is hazy on it). That option would allow the tables of hardcore players to get more of a challenge while not shutting out newbies.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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Hrothdane, the examples I quoted were over some 100 games or more. There are a lot more successes, and a few more less dramatic failures in there. (I completely forgot about The Devil We Know series. That one is incredibly lethal in one tier, and a cake walk in the other two.) I suspect, from anecdotal evidence that our regions are about on par. (I'm Central Valley, CA)

3/5

pauljathome wrote:

In my opinion the biggest problem that PFS faces is the frequently massive difference in effectiveness between characters that are twinked out monstrosities, well made, and made by casual players.

This difference increases with level and increases as the power continues to constantly ramp up (sometimes way up) with every release.

Heck, some of the pregens are now significantly more powerful than most PCs (I think the most egregious example is the level 7 arcanist).

There isn't a scenario out there that can stand up to 6 twinked out L7+ characters playing in sub tier. But if any attempt is made to up the challenge to fit that group then it will utterly eliminate 6 normal characters.

And I firmly believe that most of the people who play twinked out characters do NOT actually WANT a challenge. Many say they do but I think that they are mistaken. So, making things challenging for the twinked out groups will pretty much satisfy nobody.

I don't think that this is an accurate statement at all. The min-maxer argument always comes up, but it's not just min-maxers that this is happening too.

Within the past two months I have seen new players come in with no role playing experience and have characters that can easily crush low level scenarios. One new player had a Barbarian that could reliably do 13-17 damage an attack at level 1. Are we supposed to tell the player that the Barbarian they made their melee character wrong?

I believe that most people want a challenge, but they want a fair challenge. Most of the stories that people share are when they either have close encounters with equally tiered creatures or maybe even encounter something that is even a little higher CR than they should be fighting. What I don't think players want is a scenario where if you fail a DC 35 Appraise check you lose all your gold and 2 prestige. That's not a fair challenge.

And, how many times have you heard players share a story about how they did a scenario and were done in 40 minutes?

1/5

At my lodge in just over 1 year I think we've had 2 TPK's and a couple of close calls. 1 was my first PFS table as a player and it was all 1st level characters and about half the table was people who had never played before and 2 who had are notorious locally for being nonentities. So I was basically trying to play a season 6 by myself, that didn't go well. The other was a bunch of level 1's versus that scenario with the plasma skeletons.

As a GM I had one PC death and that was due to her not being able to make a single save while the evil cleric channeled negative 3 or 4 times. It was sort of amazing.

Other than that I know there have been a few PC deaths scattered around, mostly at core tables and at high level tables. I know there have been more than a few breath of life's used but do those even count?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Jessex wrote:


Other than that I know there have been a few PC deaths scattered around, mostly at core tables and at high level tables. I know there have been more than a few breath of life's used but do those even count?

That depends.

If they were first aid gloves, that is about 2K per spell. Scrolls are a little cheaper. Memorized spells, not so much.

I would consider a scenario below 9th level where I had to spend 2K on consumables to be a partial failure. Even in the 10-11 range, I would still feel I should have done better.

That said, even with memorized spells, there is at least a bit of a moment of terror as everyone tries to figure out how to get the priest to you without dying in less than one round.

1/5

Tarma, compared to some of the stuff that I have seen, 13 min damage is not that impressive. The problem is characters who do 20+ damage with a d4.

Grand Lodge

Teamwork can make a big difference too.

Some areas are known for great player teamwork, whilst others, not so much.

I have played in games with players who had strong builds, but sucked at teamwork. Nearly got us killed, often.

Also, great builds do not equal great tactics.

Some players have a hard time adapting, and although in the right circumstance, they can obliterate encounters, they find anything different to be very difficult. This is especially true if their "great build" has a particularly horrible flaw, that they may not have even noticed before.

5/5 5/55/55/5

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Yolande d'Bar wrote:
This is a problem. I've been playing PFS for the last year at various conventions, and, while I have enjoyed myself, in the 20+ games I've played so far

Conventions tend to attract a disproportionately high number of people who are really into the game. This is going to lead to more genre savey with higher build/system mastery than the scenarios are really designed to challenge.

Quote:
I could almost also add that not one character at any table has been knocked unconscious, but that did happen, once, on my very first adventure (The Confirmation) vs. the little minotaur. That's also the best fight I've participated in, and I had the most fun in it because I actually thought we might die.

I usually KO someone about 1/3 adventures, and I've only had one death and one familiar.

Quote:
I've also had a distressing number of GMs who personally apologize to the player every time a monster hits hard.

There's no right or wrong way to go about that. Some people cheer when their monsters are killing pcs, some people need to make sure that the players aren't taking it personaly. Depends on your style and who you're interacting with.

3/5

A few more observations to add to this:

1.) Damage output tends towards random rather than fixed.

Pathfinder clearly rewards you for having fixed damage bonuses, but a lot of enemies in PFS still rely on variable damage. Higher levels do have this issue more than lower levels, but it is there. A level 11 rogue does 6d6 sneak attack damage, which on a high roll is bad. But averages out to 18. It's worse for spell casters.

Let's take a level 10 caster that has fireball. With 10d6 without any additional effects on the fireball, the average is 30 damage. Again, a high roll can be bad, but that is part of the game. At 30 damage, a level 10 Wizard who has a 10 con and no other modifiers to HP can not only survive that hit, but they can also still remain conscious. If they make their reflex save, they're in even better shape. Now, they're not happy, but they're still able to act in combat and are probably going to unleash on whatever attacked them with a fireball.

Now if you have someone who has put a little effort towards having decent HP regardless of class, 30 damage is barely a third of their life. And that fireball was likely the NPC's biggest hit and only action.

2.) There are a lot of magic items that greatly nullify PFS difficulty.

There are a lot of items that are really powerful that are available for PFS, that's part of the appeal of the game. But there are a lot of items that are really powerful, potentially even over powered, that mitigate difficulty.

There are a LOT of items that do this, but I think perhaps the most egregious example of an over powered item are the Boots of the Earth. This is an item that will let an entire party of 6 people heal up fully after every fight, with no restrictions. There are no faith or attunement requirements for the item.

So let's go with our fireball example from above and be generous and say 30 damage takes everyone down to half HP. After combat you can heal up the entire party, meaning that unless you completely killed in combat (which is always possible, but I think this chat is in agreement that death is rare these days) you are back to fighting shape.

Now, not only is after that fight but you can do that after EVERY fight in the encounter. That not only takes away most of the challenge in the scenario, but it takes away the cost of needing consumables for a character as well. That is just insane.

That is not the only item that is overpowered, but it is one of many. Items like that are absolutely destroying anything that could be a challenge in Pathfinder Society.

3/5

Nohwear wrote:
Tarma, compared to some of the stuff that I have seen, 13 min damage is not that impressive. The problem is characters who do 20+ damage with a d4.

Nohwear, I know that 13 damage is not on the high end of damage at level 1/2. My point is that brand new players that have no experience with any role playing games can come in and still completely one hit kill anything they run into for 6 scenarios.

Having a min-maxer crush everything in their path is one thing. But when new players can do it too, then there's other issues at play.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Tarma, a lvl 10 party is not going to run into a lvl 10 wizard. That would be a CR 9 encounter. A lvl 10 party will be running into a lvl 13 wizard, tossing around lvl 6 spells...

3/5

FLite wrote:

Tarma, a lvl 10 party is not going to run into a lvl 10 wizard. That would be a CR 9 encounter. A lvl 10 party will be running into a lvl 13 wizard, tossing around lvl 6 spells...

Well, if they're a level 13 Wizard, hopefully they're using level 7 spells :)

But, I remember having a conversation about this earlier in the year with my local gaming group. After season 4, I'm not certain that a spell caster with level 7 spells actually appears in PFS Seasons 5 or 6 and from what I've played from Season 7 there isn't one either.

So while level 6 spells should be available, I don't think they appear all that often in society.

Shadow Lodge 4/5

There's a 14th level caster in a certain Baird adventure.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

I haven't run a lot of tier 7-11, and I don't think I have run any of the ones with full casters, but I have a season 5 here on my desk with a BBEG who has a CL 13, DC 22 blasphemy (which means any lvl 7 or 8 characters are automatically paralyzed for at least one round, and are out of combat if they fail their save.) So there is one level 7 spell.

Shadow Lodge 4/5

Blasphemy's a special case though. There's a smattering of half-fiends who get it as an sla.

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

pauljathome wrote:

In my opinion the biggest problem that PFS faces is the frequently massive difference in effectiveness between characters that are twinked out monstrosities, well made, and made by casual players.

That isn't such a huge issue more than the fact that party balance can create a TPK scenario relatively easily depending on how the scenario is written. There are effectively three scenarios that I can think of where if your party is just built to rip through combat you are screwed over pretty badly. Two of those being scenarios that lead to the next best thing to a TPK.

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

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Well, I've said it before, but I'll say it again. Pathfinder like other RPGs is build on the foundation of home-style campaign play. The players can use whatever rules they want (or as allowed by the GM) and the GM can run whatever s/he wants. The important key is that the GM can adjust the game to fit the player's style and character builds. Role-play heavy vs. roll-play heavy, Min-Max/optimized vs. fluffy, etc.

However, organized play is a different dynamic. Sure there are a few restrictions on player content, but for the most part, the players can play whatever they want. The GM has to follow a relatively narrow script. Yes, they can adjust tactics to some extent and can fudge the success/failure of actions with borderline results, but in the end, s/he cannot change monster stat blocks (or even the entire creature if need be), de/buff NPCs, move the encounter to a different location, etc. They are, to some extent, stuck with the expectation of RAW. Until we have a system that allows some level of customization by the GM to tailor the scenario to the players, we will always have a disparity between the players and the encounters designed to test them.

Some have proposed providing the option to buff encounters by adding templates or additional enemies, or increasing HP, etc to make them harder for players that want a greater challenge. That leads to them wanting more rewards. I mean its reasonable that if I have to face a stronger opponent, my reward would be greater, but campaign leadership is not prepared to alter the WBL curve.

I am not making a value statement on anyone's play style. All are valid as long as you aren't being a jerk to the other players. But, in the end, as long as we produce one-size-fits-all scenarios, we will always have issues. I don't pretend to have the magic pill that fixes this, but blaming the player for building an uber PC or a fluffy one is missing the point.

4/5

Tarma wrote:


Let's take a level 10 caster that has fireball. With 10d6 without any additional effects on the fireball, the average is 30 damage.

Not quite right - the average of a d6 is (1+2+3+4+5+6)/6 = 3.5, so the average of 10d6 is 35.

2/5

I've found that just giving the boss of a scenario a surprise rounds really helps. It gives the big bad guy a chance to do his silly round 1 and 2 actions dictated by the tactics (which tend to be more thematic and cool than terrifyingly effective).

5/5 5/55/55/5

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StFrancisss wrote:
I've found that just giving the boss of a scenario a surprise rounds really helps. It gives the big bad guy a chance to do his silly round 1 and 2 actions dictated by the tactics (which tend to be more thematic and cool than terrifyingly effective).

As a player this is very frustrating and very often both rule breaking and immersion breaking.

Its never fun to just stand there, unable to act, and take damage.

The methods the Boss has for getting a surprise round probably didn't work when the PC tried it a second ago.

Holding actions outside of combat is rules iffy at best,

Pathfinders have been hit with this tactic often enough to counter it. You see a lot of people dip a level of diviner, and my druid hasn't left batform in 2 years.

Silver Crusade 5/5 5/5 **

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Ragoz wrote:
pauljathome wrote:
And I firmly believe that most of the people who play twinked out characters do NOT actually WANT a challenge.

It's like playing chess instead of checkers. I want a more advanced game but the sides are still equal.

When I got home after Sealed Gate Hard I found the product page and immediately gave it a 5/5. If Bonekeep 3 had a page for it I would have done the same because it's awesome.

I think being dismissive of what other people want isn't fair especially when my proposed solution (more hard modes) doesn't detract from the play experience of the whole campaign.

This isn't meant to be dismissive: then don't play in the organized checkers league. PFS is NOT meant to be particularly challenging, its primary reason to exist is as a marketing tool to get new players into the game. If you want a really challenging game then move to a home game. PFS is just not the venue.

Silver Crusade 5/5 5/5 **

BigNorseWolf wrote:
Mauljathome wrote:
And I firmly believe that most of the people who play twinked out characters do NOT actually WANT a challenge. Many say they do but I think that they are mistaken. So, making things challenging for the twinked out groups will pretty much satisfy nobody.
I think its a matter of perspective on where the difficulty or skill comes in. Most of the skill and challenge you overcome is when you build your character, not when you play (this goes doubly for martials, who don't have that perfect spell for that situation) . Clever play can nudge your character a little and not understanding some basic.. basics can tank it completely. But you can't get a silk purse out of a sows ear. People ARE looking for a challange, but its to their building ability, not to the oft vaunted playing ability.

A somewhat valid point. But many of the twinked out characters are cookie cutter builds (Dex based dervish magus, double barrelled pistol wielders pre Nerf, sleep witches, etc). Not much skill or challenge in that.

I do get the mental pleasure in coming up with a really cool build. I defibitely enjoy that part of the game too. But I think many of these should never be played or should be deliberately weakened if they prove too powerful in play.

For what it is worth I DO practice what I preach. My witch trained out of his sleep hex, my swashbuckler realized he was too good and so took a level of carnivalist rogue for humour and to gain skills.

Also, it is absolutely the right of players to build twinked out characters and it is a part of PFS to deal with them. I just don't think players who build these characters should expect PFS to provide those characters a challenge

3/5 **

I think there is a good variety or more and less difficult scenarios, even our local powergamer enclave is made to really work for it in quite a few

the trouble is without checking reviews or some such other meta, you don't know which is a primarily story/talking one, and which is a death trap

dragging someone who is hyper focused on charOp powergaming through a totally social scenario is honestly more painful than getting your teeth kicked in on a lowOp flavor char in a heavy combat one!


pauljathome wrote:
Also, it is absolutely the right of players to build twinked out characters and it is a part of PFS to deal with them. I just don't think players who build these characters should expect PFS to provide those characters a challenge

That really depends on how you define challenge. Twinked out characters who generally focus on offence might fall victim to environmental hazards (unavoidable saving throws) or skill challenges that are fairly common in PFS adventures. They are challenged in different ways than more balanced or optimized characters.

The amount of variance in scenario design, party composition and dice rolling in game should provide a fair amount of challenge most of the time IMO.

5/5 5/55/55/5

Mage of the Wyrmkin wrote:
pauljathome wrote:
Also, it is absolutely the right of players to build twinked out characters and it is a part of PFS to deal with them. I just don't think players who build these characters should expect PFS to provide those characters a challenge

That really depends on how you define challenge. Twinked out characters who generally focus on offence might fall victim to environmental hazards (unavoidable saving throws) or skill challenges that are fairly common in PFS adventures. They are challenged in different ways than more balanced or optimized characters.

The amount of variance in scenario design, party composition and dice rolling in game should provide a fair amount of challenge most of the time IMO.

This is assuming that twinked out means glass cannon with no skills.. it most assuredly does not. Its very possible to build for all of the above.

1/5

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pauljathome wrote:
Also, it is absolutely the right of players to build twinked out characters and it is a part of PFS to deal with them. I just don't think players who build these characters should expect PFS to provide those characters a challenge

You better read some of the posts in this thread again. There are GM's saying it is not enjoyable to prep and run a scenario where nothing challenges the players at all. Drive off those GM's and you can have all the twinked out characters you want because you'll have no tables to play them at.


BigNorseWolf wrote:


This is assuming that twinked out means glass cannon with no skills.. it most assuredly does not. Its very possible to build for all of the above.

Sure but what is the line between a well-made character and one that is twinked out? Putting aside cheesy exploits and pulling from a dozen books to build your character how do you judge this?

5/5 5/55/55/5

Mage of the Wyrmkin wrote:
BigNorseWolf wrote:


This is assuming that twinked out means glass cannon with no skills.. it most assuredly does not. Its very possible to build for all of the above.

Sure but what is the line between a well-made character and one that is twinked out? Putting aside cheesy exploits and pulling from a dozen books to build your character how do you judge this?

Thats kind of like deciding what driving fast means. Its relative to the observer usually.

5/5 *****

Mage of the Wyrmkin wrote:
Sure but what is the line between a well-made character and one that is twinked out? Putting aside cheesy exploits and pulling from a dozen books to build your character how do you judge this?

What is "twinked out" is really highly variable across the player base. Apparently my Oracle casting DC18 level 2 spells at level 7.2 is a twink, at least according to one player.

So that is buying a pre racial stat of 17, putting your racial mod and level 4 boost in your main stat and buying a +2 hat by level 7.

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