Pathfinder Society Scenario difficulty


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

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In the cases of hard mode scenarios I've played, the GM secretly polled the players, rather than openly. That takes away some of the peer pressure, too.

Silver Crusade 3/5 *** Venture-Captain, North Carolina—Asheville

Michael Meunier wrote:
Dorothy Lindman wrote:
There is a certain amount of inherent peer pressure if you are the only person at the table who doesn't want to play hard mode. It doesn't have to be "collusion"--it's just how things are.
Then that's when your GM and/or VO need to step in. Bullying people into playing hard mode is something I simply don't stand for and I would expect the same of any of my GMs.

Coercion into hard mode is not the only issue at play here. Dorothy used the term 'inherent' to describe the pressure, but I would use the term 'internal' instead. I felt pretty darned uncomfortable when everyone else at my table of Weapon in the Rift said something to the effect of "Bring it!" when the subject of hard mode came up. My only in-tier character had a practically irreplaceable boon applied to him, and I believe he was between subtiers. As I said, I was more than willing to go play the ACG instead so that the rest of the table could play the scenario in hard mode.

In general, I am attached to my characters to the point that I do not wish to put them at risk greater than my perception of their readiness, or the campaign's ability to let me prepare for the worst-case scenario.

Since this subject came up again . . .

Jessex wrote:
My point was simply that if hard mode was more available it would be taken advantage of. Yours was not the only post referencing hard mode. If my post was in specific reply to yours I would have quoted it.

No snark was intended in my response to your post, Jessex. I simply found the immediacy of a comment saying "we'd almost always want hard mode" to my comment of "I'd be uncomfortable if I have to say no to hard mode every other week" useful for demonstrating my position.

4/5

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Ascalaphus wrote:
In the cases of hard mode scenarios I've played, the GM secretly polled the players, rather than openly. That takes away some of the peer pressure, too.

That is actually a great idea--I'm going to adopt this technique.

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dorothy Lindman wrote:
Ascalaphus wrote:
In the cases of hard mode scenarios I've played, the GM secretly polled the players, rather than openly. That takes away some of the peer pressure, too.
That is actually a great idea--I'm going to adopt this technique.

I agree, that is a very good idea. Wish I'd thought of it!

I think the biggest challenge I've seen is identifying which scenarios are difficult and which are easy. Unless you do some up-front research that can be hard to tell and not every GM is going to be understanding if you look up too much about a scenario ahead of time. That cultural expectation makes it much harder to match expected difficulty with the right character (or player).

(I think I'm parroting someone else, but it's been a while now, I'm not sure who said that originally.)

Shadow Lodge 4/5

Just check scenario reviews. If the scenario's hard there's often a zero star one made by an angry player.

Deep research would be the gm threads.


Nimrandir wrote:
The concern that might arise if hard mode became more prevalent is that 'play-up pressure' becomes 'hard-mode pressure'.

For Weapon in the Rift, I statted out the CR changes for doing hard mode, playing up, and 4 player adjustments. Here is the breakdown for tier 5-6:


  • 4 player: ~CR 7
  • Normal: ~CR 8
  • Hard mode: ~CR 9
  • Playing up: ~CR 10 or 11

So, if your group is trying to get a harder game going -- whether by asking for a hard mode or just juggling characters until they have enough APL to force the high tier -- you really want to lobby for more hard mode. It's a challenge but waaaay less dangerous than playing up.

Hard mode might not be your enemy, here.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

If we really want to look at the power curve and how difficult scenarios are/could be, lets get specific.

These are some of the scenarios that could result in TPK.

King of the Stoval Stairs
The Disappeared
Waking Rune (yeah, run that one in hard mode...)
Many Fortunes of Grand Master Torch
Sniper in the Deep
Voice in the Void
The Dalsine Affair
The Temple of Empyreal Enlightenment
Portal of the Sacred Rune
The Golemworks Incident
The Cultists Kiss
The Refuge of Time
Fortress of the Nail
Glories of the Past Pt II The Price of Friendship
The Elven Entanglement
The Merchant's Wake
Trail by Machine
Hall of the Flesh Eaters
To Judge a Soul Pt I The Lost Legacy

Of these, I have the most ire against King of the Stoval Stairs. If there are more scenarios that are retired, this should be the first to be retired out of all of them.

What do you think?

Paizo Employee 5/5 Contributor—Canadian Maplecakes

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Random aside musing: Hard Mode for an RP-based Scenarios? :)

Grand Lodge 5/5

Hillis Mallory III wrote:

If we really want to look at the power curve and how difficult scenarios are/could be, lets get specific.

These are some of the scenarios that could result in TPK.

King of the Stoval Stairs
The Disappeared
Waking Rune (yeah, run that one in hard mode...)
Many Fortunes of Grand Master Torch
Sniper in the Deep
Voice in the Void
The Dalsine Affair
The Temple of Empyreal Enlightenment
Portal of the Sacred Rune
The Golemworks Incident
The Cultists Kiss
The Refuge of Time
Fortress of the Nail
Glories of the Past Pt II The Price of Friendship
The Elven Entanglement
The Merchant's Wake
Trail by Machine
Hall of the Flesh Eaters
To Judge a Soul Pt I The Lost Legacy

Of these, I have the most ire against King of the Stoval Stairs. If there are more scenarios that are retired, this should be the first to be retired out of all of them.

What do you think?

I'd add Kortos Envoy to the list and make it my personal top of the retired scenario list along with another scenario, but that one isn't for difficulty.

Kortos (if you look at average monster stats) has a couple of fights that should be significantly higher CR than their advertised difficulty. (Alongside some other problems IMO)

For reference though I haven't done Storval Stairs

Silver Crusade 5/5

Thurston Hillman wrote:
Random aside musing: Hard Mode for an RP-based Scenarios? :)

That actually sounds kind of awesome. I'm curious now what hard mode for something like Library of the Lion or something else skill/RP based would look like.

5/5 *****

Hillis Mallory III wrote:

If we really want to look at the power curve and how difficult scenarios are/could be, lets get specific.

These are some of the scenarios that could result in TPK.

King of the Stoval Stairs
The Disappeared
Waking Rune (yeah, run that one in hard mode...)
Many Fortunes of Grand Master Torch
Sniper in the Deep
Voice in the Void
The Dalsine Affair
The Temple of Empyreal Enlightenment
Portal of the Sacred Rune
The Golemworks Incident
The Cultists Kiss
The Refuge of Time
Fortress of the Nail
Glories of the Past Pt II The Price of Friendship
The Elven Entanglement
The Merchant's Wake
Trail by Machine
Hall of the Flesh Eaters
To Judge a Soul Pt I The Lost Legacy

Of these, I have the most ire against King of the Stoval Stairs. If there are more scenarios that are retired, this should be the first to be retired out of all of them.

What do you think?

I played the Disappeared recently and don't recall anything that could have conceivably caused a TPK.

King of the Storval Stairs is one of my favourite non talky scenarios and I would hate to see it retired.

Sealed Gate has a high chance to TPK an unprepared group. Vengeance at Sundered Crag can easily leave plenty of people bleeding out. Fury and Fate of the Fiend both have potentially very dangerous elements to them. Below the Silver Tarn can catch the unwary very badly. Risen from the Sands is brutal for its level range. The Midnight Mirror has a bonkers end boss which we only beat out of sheer luck. In Wraiths Shadow has an end boss with a very disproportionate AC. Silver Mount has the thing at the end which can kill lots of people. The last encounter in Six Seconds to Midnight can easily leave a whole group bleeding out. Port Godless can quickly swamp many groups. Tapestries Toil has an end boss who, if played to his actual potential, can brutalise parties. Likewise the Green Market and Of Kirin and Kraken.

And yet I wouldn't see any of them retired. I enjoy playing modules which present some challenge. That is always going to be a difficult tightrope for scenario writers to walk because the difference in sheer character power can be enormous. Also they have to write for the average player or you will end up with many many more TPK's.

So far I have yet to have a TPK. Looking back at what I have run I have the following that I recall:

By Way of Bloodcover: Barely high tier group, 1 early death due to great axe crit, later all bar one of the party are killed by the final encounter. One person flees leaving the unconscious party to be killed rather than give up the macguffin.

Tapestry's Toil: Run twice, high tier both times, one core, one normal, I think both groups ran from the final boss although each recovered the macguffin. One zombified Kyra.

Six Seconds to Midnight: One dead mauler familiar, lots of people horribly injured, I allowed the party to run away, high tier which should have had the 4 player adjustment but there wasn't one at the time

Emerald Spire: Various people have ended up petrified at different times. One outright kill from a carnivorous crystal crit.

Moonscar: I didn't kill anyone but I made a level 17 druid run away due to magic missile spam which was amusing.

Segang Expedition: Bite crit from you know what on a level 3 at high tier, full to dead in one go

Dalsine Affair: 10 con level 2 bard runs into melee, gets bitten, dies to con damage in 3-4.

King of the Storval Stairs: High tier, level 10 Rogue tries to tumble around the king, fails, hammer crit, full HP to dead, gets better due to life oracle

Beacon Below: Group of very strong melee types, all 10+, decide to fight end bad at high tier, goes horribly wrong, just manage to pull their arses out of the fire. One dead Riddywhipple. See's a Songbird (or fox) of Doom fleeing in terror.

Scarab Sages 4/5

EDIT: This was in reference to a social hard mode.

Play the social influence scenarios with 4 players for a "hard mode." One such 5th season scenario, at least, makes no adjustment to the total number of influence points you need for the secondary success condition for. 4 player table. Fewer opportunities to gain influence means it's significantly harder to meet the goal when you only have 4 players vs 6.

1/5

UndeadMitch wrote:
Thurston Hillman wrote:
Random aside musing: Hard Mode for an RP-based Scenarios? :)
That actually sounds kind of awesome. I'm curious now what hard mode for something like Library of the Lion or something else skill/RP based would look like.

My investigator would do great in hard skill based scenarios (assuming it wasn't all perform stuff) and it would be nice to have a chance to let that character shine rather than simply being the guy who ID's monsters and does perception checks.

However I think that would have to be built up to. More PFS scenarios would need important skill/rp elements that couldn't simply be handwaved or brute forced. That would encourage players to build characters for such (locally for instance there are 2 investigators and I think maybe 3 bards being played with any frequency and I think 2 of the bards are archers). Then when these scenarios came out with a hard mode the description would need to heavily imply that these were skill/rp missions so that tables of murderhobos didn't get hold of them and be sorely disappointed.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

APL and party size information could be helpful - a TPK in one subtier can be a cakewalk in another subtier. This is particularly true of tier 1-7 scenarios.

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

UndeadMitch wrote:
Thurston Hillman wrote:
Random aside musing: Hard Mode for an RP-based Scenarios? :)
That actually sounds kind of awesome. I'm curious now what hard mode for something like Library of the Lion or something else skill/RP based would look like.

Playing with 5 players. There's a difficulty adjustment in the time it takes to search rooms for four players, but five players just has a strictly harder time than six. Conversely, seven players/lots of sentient companions makes it easier.

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

Hillis Mallory III wrote:

If we really want to look at the power curve and how difficult scenarios are/could be, lets get specific.

These are some of the scenarios that could result in TPK.

King of the Stoval Stairs
The Disappeared
Waking Rune (yeah, run that one in hard mode...)
Many Fortunes of Grand Master Torch
Sniper in the Deep
Voice in the Void
The Dalsine Affair
The Temple of Empyreal Enlightenment
Portal of the Sacred Rune
The Golemworks Incident
The Cultists Kiss
The Refuge of Time
Fortress of the Nail
Glories of the Past Pt II The Price of Friendship
The Elven Entanglement
The Merchant's Wake
Trail by Machine
Hall of the Flesh Eaters
To Judge a Soul Pt I The Lost Legacy

Of these, I have the most ire against King of the Stoval Stairs. If there are more scenarios that are retired, this should be the first to be retired out of all of them.

What do you think?

I've played about half of these, and I'm very much against retiring those. Notably, Storval Stairs. I died in that one, but it was a fair death; I got lured into an ambush and got killed for it. No rules shenanigans, just a severe tactical error on my part. I got better.

Silver Crusade 3/5 *** Venture-Captain, North Carolina—Asheville

Hillis Mallory III wrote:

If we really want to look at the power curve and how difficult scenarios are/could be, lets get specific.

These are some of the scenarios that could result in TPK.

King of the Stoval Stairs
The Disappeared
Waking Rune (yeah, run that one in hard mode...)
Many Fortunes of Grand Master Torch
Sniper in the Deep
Voice in the Void
The Dalsine Affair
The Temple of Empyreal Enlightenment
Portal of the Sacred Rune
The Golemworks Incident
The Cultists Kiss
The Refuge of Time
Fortress of the Nail
Glories of the Past Pt II The Price of Friendship
The Elven Entanglement
The Merchant's Wake
Trail by Machine
Hall of the Flesh Eaters
To Judge a Soul Pt I The Lost Legacy

Of these, I have the most ire against King of the Stoval Stairs. If there are more scenarios that are retired, this should be the first to be retired out of all of them.

What do you think?

I haven't played quite a few of those, but I'd agree on the ones I have, except for maybe The Disappeared.

I would also add Tide of Twilight to the list; I know it's resulted in two TPK's locally (I miss you, Alexander).

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

Spoiler:
I almost soloed the healthy minotaur Saturday. By Solo I mean "Only one doing damage while it was mowing down party members" (Archerologist with one sheet on him. Mighty (+1) composite bow, plus bardsong, plus luck plus medium enhancing damage buff meant I was doing 1d6+6 with a +7 to hit.) Never had to worry about melee penalties since every time my turn came up, whomever had challenged it in melee was down and thus it wasn't in melee. It was at 9 HP when Janeria ran away with it chasing it. I was sad when I rolled a nat 20 and didn't confirm, 3d6+18 would have been awesome!

I did the remaining 9 points of damage when we got through the tunnels.

Scarab Sages

Matthew Morris wrote:

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

** spoiler omitted **

Even following the advice, that final fight can be rather brutal.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
WiseWolfOfYoitsu wrote:
Matthew Morris wrote:

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

** spoiler omitted **

Even following the advice, that final fight can be rather brutal.

Nothing here is brutal.

Half-orc barbarian 1 with falchions are CR 1/2. You use multiples to make up your last encounter in the APL1 introductory adventure right?

Silver Crusade 5/5

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I have just been skimming this thread.

I know some scenarios are better then others. Some you need to look out for. I remember things going wrong with the Elven Entanglement, but we were able to pull our buts out of the fire.

I think it would be a very bad idea to retire scenarios. A very bad idea.

I remember when the season 0 scenarios were retired. People immediately clamored to play these scenarios before they were yanked from circulation, because they recognized the pool of scenarios would become more limited. I remember this did cause a bit of a bottle neck until more scenarios were published.

Yeah bad scenaio "killer" scenario or no.....i think retiring a scenario is a bad idea.

Liberty's Edge 4/5 RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

How the heck do you wipe in Merchant's Wake? That one is a major cakewalk.

I would, however, add Fortune's Blight to that list. That one's brutal.

Grand Lodge 4/5

Charlie Bell wrote:

How the heck do you wipe in Merchant's Wake? That one is a major cakewalk.

I would, however, add Fortune's Blight to that list. That one's brutal.

Not sure about the TPK, but I did kill the Cleric during the rescue scene. Unfortunately, the Ranger player was new, and we didn't realize she didn't know she could use a wand of CLW to keep the Cleric from bleeding out.

Thinking about it, I would have to say a significant portion of the PCs I have killed when GMing were the PC being run by the then-current VC, whoever that was at the time. Not all, by any means, not intentional, but noticeable on reflection.

I admit my own preference would be to go through all the 1-7s, change them as necessary to make them 3-7s or 1-5s, and fix the broken bits.

Things like the 3rd level negative channeling cleric in sub-tier 1-2 whose tactics are to channel, either to heal her undead minion or harm the party just about every round. Or the constricted passage, 5' wide, ending with an encounter with a ghoul with class levels. We won't mention the Magus opening from invisibility with a good chance of a critical hit on his likely flat-footed target, at higher tier, opening with an empowered CL9 fireball on a party potentially including a 3rd level PC...

2/5 *

Hillis Mallory III wrote:

These are some of the scenarios that could result in TPK.

The Disappeared
Many Fortunes of Grand Master Torch
Voice in the Void
The Merchant's Wake

What do you think?

No. It was just a freak accident that anyone died in these scenarios, perhaps super crappy characters, and a refusal for the other characters to run. Especially Many Fortunes, if you can TPK on that you can TPK on anything. You can solo Many Fortunes!

Hillis Mallory III wrote:


King of the Stoval Stairs
Waking Rune (yeah, run that one in hard mode...)
Sniper in the Deep
The Dalsine Affair
The Temple of Empyreal Enlightenment
The Golemworks Incident
Fortress of the Nail

What do you think?

Yes. Even when talking about a scenario, it's often a certain tier that's deadly. For example, Storval Stairs is OK at 7-8.

It would be interesting if we could come to a consensus and make a list like this, including subtier. Would be helpful for those looking for a challenge.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

TetsujinOni wrote:
WiseWolfOfYoitsu wrote:
Matthew Morris wrote:

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

** spoiler omitted **

Even following the advice, that final fight can be rather brutal.

Nothing here is brutal.

Half-orc barbarian 1 with falchions are CR 1/2. You use multiples to make up your last encounter in the APL1 introductory adventure right?

Yes the one creature at level one that is completely flat out capable of killing people on a random whim is definitely the definition of brutal.

Jason S wrote:


No. It was just a freak accident that anyone died in these scenarios, perhaps super crappy characters, and a refusal for the other characters to run. Especially Many Fortunes, if you can TPK on that you can TPK on anything. You can solo Many Fortunes!

Many Fortunes is kind of a crap shot at the end and definitely relies on too much luck and party composition for my taste. Saying you can solo it doesn't mean anything when you know what is coming at the end.

2/5 *

MadScientistWorking wrote:
Many Fortunes is kind of a crap shot at the end and definitely relies on too much luck and party composition for my taste. Saying you can solo it doesn't mean anything when you know what is coming at the end.

I seriously have no idea what you're talking about. We're talking about TPKs here, not failing the scenario. The last encounter (at subtier 1-2) features a poorly made level 2 rogue (dagger +2 (1d4+1)) and single level 2 warrior with quarterstaff +2 for a whopping 1d6 damage. These turds can't even hit you. Even if they did render you unconscious, they wouldn't kill you. That's not what happens in cities.

3/5

I've found the optional encounter earned more pc kills than the "boss" in Confirmation.

But then, I've been on a kill spree in the last six games I've run, including kills on character builds that are notoriously hard to nuke (Life Oracle, and it wasn't life link that killed him!). TPK in Rivalry's End with the first combat encounter, TPK in Thornkeep 1, TPK in Rise of the Goblin Guid, PC kills in Confrontation and Tapestry's Toil, 0 prestige/reduced gold/negative boon in Darkest Abduction... I decided to take a break from GMing when the local group got a slew of fresh faces.

It's also why I warn people when they sit at my table that the dice fall as they may and that my tables tend to run a little more bloody than they may be used to.

Scenario difficulty is perfectly fine as is. Heck, some of the recent stuff is plenty scary.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

Many Fortunes gets well over the PC's heads when the items are accidentally activated. It gets worse when PC's do not run.

Silver Crusade 3/5 *** Venture-Captain, North Carolina—Asheville

Hillis Mallory III wrote:
Many Fortunes gets well over the PC's heads when the items are accidentally activated. It gets worse when PC's do not run.

Many Fortunes of Grandmaster Torch:
I had figured the centipedes were the TPK waiting to happen when I saw it on the list.
Scarab Sages 1/5

I have noticed that the scenarios with a hard mode generally are the hardest ones even when playing on just normal mode. Knowing that I will never say yes to hard mode.

I thought a good Bonekeep would be running into min-maxed Aspis team consisting of Zen Archer, Daze Wizard, Slumber Witch, Gunslinger, Inquistor, and Classic Summoner, all with terrain advantage.

The Exchange 3/5

Breeze X wrote:

I have noticed that the scenarios with a hard mode generally are the hardest ones even when playing on just normal mode. Knowing that I will never say yes to hard mode.

I would encourage you to give it a try on hard mode despite this. There are only a few games with this sort of challenge and with some prestige everything can be fixed at the end of the day anyway. I personally feel it is worth the experience since there are limited replay options.

1/5 5/5

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Pathfinder Starfinder Roleplaying Game Subscriber

I was pleasantly surprised when my Tengu paladin diplomanced almost the entirety of School. Big part of that trend came up because she took a rather unorthodox approach in the *first* fight, and it kind of settled the party down to look at things a bit differently.

Felt kind of bad about it on one level, because it made the scenario a lot easier, but at the same time, the roleplay was a hoot, and worth the price of admission.

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

School of Spirits felt like an easy scenario to me, but it was so rich in story that I didn't feel like we missed anything by not fighting a lot.

Dark Archive 3/5 *** Venture-Agent, United Kingdom—England—Sheffield

Ascalaphus wrote:
School of Spirits felt like an easy scenario to me, but it was so rich in story that I didn't feel like we missed anything by not fighting a lot.

Like Midnight Mauler, it's a very straightforward scenario if you don't try to murderhobo your way through it. I ran it for a party that ended up fighting in every encounter. When I played it, we managed a clean sweep with no combats.

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

Spoiler:
We did have two fights - the first one perhaps because we were curious how the escortee would handle herself, to give her a chance to show off, the other one against Pip because we were like "does anyone think the world is really better off with him in it?"

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
MadScientistWorking wrote:
TetsujinOni wrote:
WiseWolfOfYoitsu wrote:
Matthew Morris wrote:

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

** spoiler omitted **

Even following the advice, that final fight can be rather brutal.

Nothing here is brutal.

Half-orc barbarian 1 with falchions are CR 1/2. You use multiples to make up your last encounter in the APL1 introductory adventure right?

Yes the one creature at level one that is completely flat out capable of killing people on a random whim is definitely the definition of brutal.

Right, and to my recollection we don't do that in PFS the way they did it in APL 1 games for Living Greyhawk....

Dark Archive 3/5 *** Venture-Agent, United Kingdom—England—Sheffield

Ascalaphus wrote:
** spoiler omitted **

When I ran it...

Spoiler:
With Pip, three party members agreed to give him some blood. The fourth said he would wait outside (he wouldn't give blood). Said fourth player then attempted to cheat Pip by trying to run past him once the rest of the party had left the room. Combat ensued.

The same player then threatened to kill Khaya's 'children'. Combat ensued.

Grand Lodge 4/5

TetsujinOni wrote:
MadScientistWorking wrote:
TetsujinOni wrote:
WiseWolfOfYoitsu wrote:
Matthew Morris wrote:

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

** spoiler omitted **

Even following the advice, that final fight can be rather brutal.

Nothing here is brutal.

Half-orc barbarian 1 with falchions are CR 1/2. You use multiples to make up your last encounter in the APL1 introductory adventure right?

Yes the one creature at level one that is completely flat out capable of killing people on a random whim is definitely the definition of brutal.

Right, and to my recollection we don't do that in PFS the way they did it in APL 1 games for Living Greyhawk....

True, but I have seen some stuff for level 1s include some possible opponents that are really inappropriate for a bunch of new adventurers.

Some example creatures:
Shadows, CR3, in several modules and even a scenario, IIRC.
Wights, which are CR4, but are one-hit-one-death problems at 1st level. If a wight hits a 1st level PC, that PC is dead, and will rise as another wight in fairly short order.
Multiple fungal crickets, which are CR3 individually, so two are a CR5. This in a module for 1st level PCs.
A couple of Tier 1-7 scenarios with inappropriate scaling for subtier 1-2, like a 3rd level negative channeling cleric whose tactics are to channel; a 3rd or 4th level Magus whose initial attack is form invisibility against what is likely to be one of the squishies due to placement, etc.

By the way, if you want to play "Hard Mode", just make sure you have time to use the optional encounter. So many of them are brutal, and have no rewards but satisfaction for defeating them.

Where Mammoths Dare Not Tread:
Almost destroyed a party in Where Mammoths Dare Not Tread with the optional encounter, since it can do stat drain, and that encounter also left the party significantly weakened when they came up against the BBEG, especially since they chose to go after the harder end boss.

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

To be fair Kevin, almost all those examples are from modules and the PFS team does not control the development of those. I think that if you did a comprehensive review of encounter challenge, especially at low level, you'll find PFS scenarios hit the mark much more often than missing it.

Spoiler:
If I recall the example of the 3rd level negative channeling cleric correctly, that was early in season one when we were still feeling out the differences between the 3.5 and Paizo CR systems.

I can certainly agree with the invisible magus. I don't think the author fully understood the nova power of a magus since they were a relatively new class at the time.

Tier 7-11 certainly have some really deadly encounters, but by that time, the party is assumed to have resources to deal with things like ability damage/drain, darkness, flying, even death.

Grand Lodge 4/5

Kevin? Who be this "Kevin"?

1-7s are bad mojo, just take it as given.

Seriously, that one example is even worse, using known stuff, in high tier.

Dalsine Affair:
In subtier 6-7, he opens, still from invisibility, with a CL9 fireball, empowered.

All the pieces of that are well-known, not anything new to the Magus.

And I don't remember if teh Season 1 rules prevented levels 1s form playing in subtier 6-7 or not. Even so, and even with the "correct" rules, that leaves a possible 3rd level PC facing 9d6*1.5. Can you say ugly?

The shadows, IIRC, were only in modules, but that may be my memory, too. And those were just examples off the top of my head.

How about a ghast in sub-tier 1-2?

Shadow Lodge 4/5

Ghast's next to nothing(woo, a ghoul that actually causes damage!) since it is encountered alone, but shadows can be bothersome.

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

kinevon wrote:

Seriously, that one example is even worse, using known stuff, in high tier.

** spoiler omitted **

Dalsine Affair:

I am much less concerned about that at tier 6-7. Even empowered, it only averages 47.25 damage and a 9th level caster (magus or otherwise) is a "normal" CR[8] encounter for us. That damage is not likely to outright kill anyone other than a D6 class with little to no Con and skills points over hit points for FCB.

At 6th level there is a reasonable expectation of magic items and abilities to mitigate the damage, up to and including breath of life. Players should expect challenging, even deadly encounters by 6th level. Many character builds can do equivalent damage or even much more than that by then.

Yes, level 1-2 could not play in a tier 6-7, and even during those older seasons where the challenge factor was generally lower, playing a level 3 in a tier 6-7 was generally discouraged. I don't think its fair to judge a scenario's lethality based on a PC playing with a group 3-4 levels above them. Even a CR 6 could whipe out a level 3 and that would be an approximate appropriate encounter for a party of 3-4s. Playing a 3-4 in 6-7 vs. CR8 encounters and I put that on the player not the author.

kinevon wrote:
How about a ghast in sub-tier 1-2?

Technically, a ghast is only a CR2 creature, so an appropriate opponent for tier 1-2 assuming its CR is accurate per the Bestiary. I'm sure some would argue that it is not a CR2 creature, but with moderate attack modifiers and damage, and two special effects [stench & paralysis) with moderate save DCs, they are really only a significant challenge to a party with unusually bad dice luck. And that has never been a factor is evaluating the lethality of a creature. Even still, circumstances in the encounter (tactics, environment, etc) could mitigate or mafnify its deadliness. Dunno, as I do not recall a ghast being used in a tier 1-2.

Liberty's Edge 5/5

My personal favorite is a hardness 8 animated object in subtier 1-2 when the same encounter in subtier 4-5 just has DR 5/adamantine.

Bob Jonquet wrote:
Dunno, as I do not recall a ghast being used in a tier 1-2.

Spoiler:
Black Waters. End boss is a ghast in subtier 1-2 (by itself though).
5/5 *****

Spoiler:
Hall of the Flesh Eaters has a ghast end boss as well although you can talk to him.

Shadow Lodge 4/5

Animated objects? Hogtie'em. Grapple, dogpile and tie up.

I taught this rare skill to a party of newcomers in a certain season 3 scenario. Hardness 8 would've taken them an hour to pierce otherwise.

Then they got stuck in the dungeon for the night and promptly invented Golem Rodeo. I marked it on a chronicle shhet, iirc. And somebody adopted the poor hogtied object.

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Dave Setty wrote:

My personal favorite is a hardness 8 animated object in subtier 1-2 when the same encounter in subtier 4-5 just has DR 5/adamantine.

Bob Jonquet wrote:
Dunno, as I do not recall a ghast being used in a tier 1-2.

'Ghast':
In addition to there being the Ghast in the scenario, there's also an environmental consideration going off at tier 1-2 at the same time that can DRAMATICALLY impact party effectiveness...
2/5 *

Just played several scenarios in season 7 this weekend and they were all deadly. Noobs will certainly die in them unless their GM softballs like mad (or doesn't understand the NPCs powers at all).

Season 7 so far is complex and I'm finding there is intense table variation because GMs are not running scenarios as intended.

3/5

1 person marked this as a favorite.

I can second that the bar has been raised in season 7. If you show up without your A game, you're going to pay for it through the nose.

07-06 and 07-08 are no joke, and there's at least one encounter in the first couple of scenarios that came out that are more than happy to chew through your party.

Play up at your own peril.

Shadow Lodge 4/5

1 person marked this as a favorite.

I'm with Ryzoken, the bar's high. I've been a hair's breath from running a tpk in both Six Seconds(one dead, 3 down, 1 ran away) and Tamran (all but one down, he surrendered and was taken prisoner, rest stabilized without help). I'm running To Judge part 2 this Saturday and ohhh boy...

That said, if your local scene's hi-op, I reckon things might turn out differently.

Liberty's Edge 5/5

Wei Ji the Learner wrote:
** spoiler omitted **

Spoiler:
Kind of a wash though since it can hit the opponent too.
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