Pathfinder Society Item Imbalance...


Pathfinder Society

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I used a diplomatic solution and managed to bypass an encounter. Because of this, the DM ruled that I had not found an item and crossed it off my (and the other characters) character sheets. It was a very nice item, I got bored, and didn't play again for 2 years.

I was using a pregen and hadn't even made a character yet... and I was already down an item. As were all the other characters. Now, I can imagine a scenario lacking a rogue.

Then I realized I could NEVER AGAIN attempt that scenario to get that item. I considered what might happen with a necessary item... and...

That was two years ago... if not more. (How long has it been since pathfinder was released?)

http://www.myth-weavers.com/showthread.php?t=167240
This is old but....

Items found During this Scenario These are items found/boons gained during the course of your scenario. If you did not find the item or gain the boon, it should be crossed out. These items are available to buy at any time, but you do not get them for free.

The item was crossed out because a character we didn't murder had it.

How to properly play pathfinder:
MURDER EVERYTHING THAT ISN'T HUMANOID!!! Just like a videogame... actually, why don't I just go play the videogame. (And I did... actually, I think that was my reasoning).

I just want to say, that I think this is a problem.

I also think it's wrong to punish a character for being good, especially in a game about heroes which mandates non-evil alignment. I think it's silly to punish a whole group for not having a rogue to pick everyone's pockets. (I probably could have cast detect magic and decided to murder them all out of character because of a magical glow).

And I remember 'Mike Brock' saying the whole point of chronicle sheets is to make sure everyone has the same stuff...
He was talking about editing chronicle sheets, 2012 I think... but basically the point is the same.

Is there a glitch in the quote above?

5/5 *****

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Your GM was wrong.

Page 35 of the Season 7 Guide:

Quote:

Creative Solutions

Sometimes during the course of a scenario, your players might surprise you with a creative solution to an encounter (or the entire scenario) that you didn’t see coming and that isn’t expressly covered in the scenario. If, for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, give the PCs the same reward they would have gained had they defeated their opponent in combat. If that scene specifically calls for the PCs to receive gold piece rewards based on the gear collected from the defeated combatants, instead allow the PCs to find a chest of gold (or something similar) that gives them the same
rewards. Additionally, if the PCs roleplayed past an NPC who carries a specific potion or scroll that the PCs might be granted access to on the scenario’s Chronicle sheet, don’t cross that item off the sheet—instead, allow the PCs to find the item elsewhere as a reward for creatively resolving the encounter without resorting to combat. Pathfinder Society Organized Play never wants to give the impression that the only way to solve a problem is to kill it—rewarding the
creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives the GM a level of flexibility in ensuring players receive the rewards they are due.

Much the same text appears in the Season 5 and 6 Guide. Having said that, unless you are talking about a unique item, a partially charged wand or a higher caster level scroll or potion you can almost certainly buy anything appearing on a chronicle with normal fame limits.

3/5

Your DM incorrectly handled the situation. I would contact a Venture officer and have them correct it.

I can understand leaving if you have had bad GMs like this. Because if they difficult on rules they are wrong about; well they will be difficult in other areas too.

You had a poor gm find, or be a good one.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Finlanderboy wrote:
You had a poor gm find, or be a good one.

The GM makes a mistake and you immediately jump to the conclusion that they are a poor GM?

That language about creative solutions wasn't always in the guide.

Also, there are cases where the rules for found items aren't clear. I've crossed off consumables from a chronicle when an NPC used them during an encounter. Some GMs do not cross them out.

The rules in the guide are clear that if you find a consumable and use it during the scenario, you can still buy it after the scenario. But it's not clear that if the NPC uses a consumable during an encounter that it is considered discovered by the PCs.

3/5

Michael Hallet wrote:
Finlanderboy wrote:
You had a poor gm find, or be a good one.

The GM makes a mistake and you immediately jump to the conclusion that they are a poor GM?

That language about creative solutions wasn't always in the guide.

Also, there are cases where the rules for found items aren't clear. I've crossed off consumables from a chronicle when an NPC used them during an encounter. Some GMs do not cross them out.

The rules in the guide are clear that if you find a consumable and use it during the scenario, you can still buy it after the scenario. But it's not clear that if the NPC uses a consumable during an encounter that it is considered discovered by the PCs.

A gm that chases a player away for 2 years is a good one?

That creative solution has been in there for many years.

If you are not sure why rule against the players?

In fact I would not play at your table if you make up rules because they do not mentiont he opposite. It never says to cross of items that are used.

Cross out any treasure items the party didn’t find
in the scenario and mark any special boons the players
did or did not earn (U); additionally, if you’re running the
lower subtier, always cross out all of the items listed for the
higher subtier. Return the Chronicle sheet to the player.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Finlanderboy wrote:

Cross out any treasure items the party didn’t find

in the scenario

They didn't find the item in question. All they found was an empty vial or blank scroll.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
MathNerd wrote:
It was a very nice item, I got bored, and didn't play again for 2 years.

Not finding an item doesn't make you bored. Disappointed or angry, I can see, but bored? The scenario might be boring or the GM may not portray the story well. Those are problems, but the good thing about PFS is that you often have different GMs, so your next GM might be very good and the scenario more to your liking.

But honestly, one bad experience drove you away for 2 years? If that were the norm most players would have quit by now. Maybe you didn't have fun that one time, but maybe you also overreacted a bit.

The Exchange 5/5

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Michael Hallet wrote:
Finlanderboy wrote:

Cross out any treasure items the party didn’t find

in the scenario
They didn't find the item in question. All they found was an empty vial or blank scroll.

You don't cross off used consumables or destroyed(sundered) items from the chronicle sheet at the end of the game.

Here are the basic looting rules for PFS:
*If you walk into a room and kill the (hopefully bad) NPCs you get all the loot listed for that room. Whatever the PCs find unused or undamaged at the end of the fight they can use it until the end of the adventure when they hand in everything they found to the Society loot mart. If items were used or destroyed during the battle. The PCs don't get to use it for the rest of the game, and still get credit for finding it all when they hand in the remains to the society. Basically you could nuke a castle completely leveling it, and spend a week shifting through the rubble, and still find enough left of all the treasure to get full rewards. Although this tactic might negatively impact your team's ability to complete primary or secondary mission objectives.

*If an item is in a secret compartment that the PCs do not find. It is crossed off the chronicle sheet.

*If the PCs walk into the room and bribe or make friends with the NPCs they find all the loot from that fight somewhere else they explore in the adventure.

*If the PCs skip a room and completely walk by it. They don't get any rewards that are inside the room that was skipped, and they are crossed off the chronicle sheet.

*If a NPC carrying stuff is engaged and then escapes. The PCs do not get access to anything this NPC was carrying, and it is crossed off the chronicle sheet.

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

MathNerd wrote:

I got bored, and didn't play again for 2 years.

I was using a pregen and hadn't even made a character yet...

This sounds like it was your first PFS session. It's not unheard of for brand new players to feel out of place while they're learning the nuances of Organized Play. An unorganized group or GM can be off-putting as well. But give us a couple more tries. Speaking as someone whose first session involved a GM who I didn't care for, and whose second session my friends didn't care for, I actually didn't start having fun until my third game. I recognized that bad days happen and that the potential for something great was there. Hopefully you'll have the same luck =).

MathNerd wrote:

Then I realized I could NEVER AGAIN attempt that scenario to get that item.

That was two years ago... if not more.

Whoever told you this was incorrect as well. You've always been able to receive credit for a game at least twice (once as a player, and once as a GM). Two years ago the Campaign introduced limited replay for people that GM often enough, gaining one replay for each Star before their forum name. Later that was expanded to one replay per Season per Star (after acquiring a special, but easily available Boon). Then, last year, the ability to replay (and reGM) was increased by introducing the CORE Campaign (described in the newest Guide).

So, you have potentially four more chances to obtain that item for a different character.

MathNerd wrote:
I also think it's wrong to punish a character for being good

I'd hesitate to say "punish". The Pathfinder Society isn't a good-aligned organization. Sometimes crusading-type or well minded characters have their morals tested. Not killing a memorable NPC can be rewarding in itself. If you had engaged the NPC in combat, it's possible you could have suffered from a condition (including death) that later would have required gold to remove, in which case your character would actually suffer from a monetary setback. Possibly one that even offsets an item being found.

On top of all that, there are something like 200ish scenarios, and many modules, Adventure Paths, and replayables. I guarantee you'll find something interesting and useful again. People don't always succeed in every scenario. It just sounds like it happened to be your first.

Hope you give us another chance =)

2/5

If worse came to worse, you can always buy the item with gold or prestige once you've played enough. The Guide to Organized Play will give you the details.

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

I'm assuming the item was something unique and not normally available for purchase at all.

Silver Crusade 3/5

Unless it was a unique item, you can just buy it when your prestige is high enough. Even if the item was not crossed off, you would have to spend the gold to purchase the item. Again, unless it was a special item, all crossing it off your chronicle sheet would do is delay the acquisition of them item.

4/5

Mathnerd,

PFS has evolved since 2012 with positive changes in many areas.

If you are still stuck in the mentality that what happened years ago still holds true today then the issue is not PFS.

I encourage you to give it another try.

5/5

Agree with June, but also to address the "Imbalance": I'm not entirely certain what you mean by imbalance - perhaps you mean overall being nice vs. murderhobo). But if you meant the lack of that particular item might hinder you, have no fear. To my knowledge, there is not a single item on a chronicle sheet that is required for the success of any future scenario, even in the case of 'quest' items in multi-part scenarios. The nature of organized play when anyone might start at any point prevents it.

If you want to spoiler the scenario in question, more specifics can be provided.

2/5 *

Most of the Items you get on chronicle sheets can already be bought with Fame at the level you run the Scenario anyways. So unless its unique then items on sheets dont usually matter much.

Liberty's Edge 5/5

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There is a fine line between the creative solution text and flat out not finding an item. Coming into contact with an encounter (at least insomuch as realizing a challenge exists) and finding a creative way around the challenge should still net you the rewards as though you defeated the encounter.

But the line becomes increasingly thin the more characters start completely bypassing encounters they don't even know exist by doing things like carving thier own tunnel with an adamantine pick.

That really isn't the intent of the creative solutions text. Encounters are meant to at least be presented before creative solutions still net the rewards.

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

It was pointed out to me recently also that you only have to *find* the item. (By a member of paizo staff)

So in the case where you locate the item, and then decide it would be inappropriate to take it (such as not looting a grave) you still get the full reward.

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

Found the quote: (Stripped of spoilers)

Linda Zayas-Palmer Assistant Developer wrote:


andreww wrote:


Have I missed something or are the players actually supposed to literally grave rob people they are trying to work with in order to receive their full rewards?

The PCs don’t have to take the items to receive full rewards. It’s unclear to me if your question is about earning full gold, or about getting full Chronicle sheet access for items, so I’ll answer your question from both perspectives.

If you're talking about gold earned, the PCs don't have to take the items to receive full rewards. The rewards section of the encounter describes the circumstances under which the PCs should not receive full gold for area B.

Rewards section:
"If the PCs did not [redacted], or if they [redacted], reduce each PC’s gold earned by the following amount."

If you're talking about whether the PCs lose Chronicle sheet access, keep in mind that per the section on filling out Chronicle sheets in the Pathfinder Society Roleplaying Guild Guide, the PCs only need to find an item to gain access to it.

Only under rare circumstances that are specified in the text of the scenario do the PCs actually need to take an item. To clarify, a few scenarios have something like “The PCs do not receive any money for the rubies in this chamber if they do not first pry them out of the wall,” and those are the only cases when actually taking the item instead of just finding it matters.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Vinyc Kettlebek wrote:
You don't cross off used consumables or destroyed(sundered) items from the chronicle sheet at the end of the game.

Here is the actual text in the guide.

"If gear you have found but not yet purchased is sundered
or lost during a scenario, you may still acquire it when
purchasing items at the end of a scenario. Found expendable
items such as potions or scrolls may be used during the
course of a scenario at no cost, but must be purchased if you
wish to carry that item with you into future scenarios."

But there is not definition that I can find what constitutes a "found" item. It's clear that if you loot a potion off an NPC you found it and even if you use that potion during the adventure, you can buy it later.

It's also clear that if you use a creative non-combat means of overcoming an encounter, you are considered to have found the items as well. That's explicitly stated in the guide.

But it is NOT clear that if you fight an NPC and he drinks his potion before you disable him that you "found" it. There is no language in the guide that I can find that say this, and that does not fit the commonplace definition of found as you found and empty vial, not a potion.

It may very well be a good idea, but I'm not seeing that in the guide. If that's what's intended and that's what the campaign leadership wants it to be, that's what I'll go with. But I think that language needs to be made more clear in the guide.

Grand Lodge 4/5

Michael Hallet wrote:
Vinyc Kettlebek wrote:
You don't cross off used consumables or destroyed(sundered) items from the chronicle sheet at the end of the game.

Here is the actual text in the guide.

"If gear you have found but not yet purchased is sundered
or lost during a scenario, you may still acquire it when
purchasing items at the end of a scenario. Found expendable
items such as potions or scrolls may be used during the
course of a scenario at no cost, but must be purchased if you
wish to carry that item with you into future scenarios."

But there is not definition that I can find what constitutes a "found" item. It's clear that if you loot a potion off an NPC you found it and even if you use that potion during the adventure, you can buy it later.

It's also clear that if you use a creative non-combat means of overcoming an encounter, you are considered to have found the items as well. That's explicitly stated in the guide.

But it is NOT clear that if you fight an NPC and he drinks his potion before you disable him that you "found" it. There is no language in the guide that I can find that say this, and that does not fit the commonplace definition of found as you found and empty vial, not a potion.

It may very well be a good idea, but I'm not seeing that in the guide. If that's what's intended and that's what the campaign leadership wants it to be, that's what I'll go with. But I think that language needs to be made more clear in the guide.

Michael,

The language might need to be improved, but it is easy to see what is meant by actually examining a few scenarios and the items listed on the chronicles for them.

I have seen chronicles where, say, potions of Invisibility are unlocked, but the only instance of the potion in the scenario is in an encounter where the NPC's first action is to use said potion. With your approach, said potion would never need to be added to the chronicle, since the PCs will never be able to "find" it.

Scarab Sages 4/5

I'm fairly certain there are scenarios where potions and scrolls appear on the chronicle sheet that the enemy drinks/uses before the encounter begins and which are already included in their stats in the statblock.

The Exchange 5/5

You can turn in a pile of dust that used to be a +2 flaming burst greatsword to the Grand Lodge, and still have the sword listed on the chronicle sheet as available for your PC to purchase it.

What's the difference between a sword that has been completely obliterated, and an empty or broken potion vial?

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

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Re: "it's better to murderhobo" -

There are a few odd scenarios where you actually need to do nasty stuff to get the whole reward. This was mostly in season 0-1 and has since become very rare, probably because those scenarios got bad reviews because of it. But now and then it does happen.

[b]Far more often[b] there are extra rewards in scenarios for being nicer than you absolutely need to be; rescued NPCs may offer rewards for example, or some of your reward is based on avoiding collateral damage. Half the time the secondary prestige in a scenario is based on doing something that long-term gets the Pathfinder Society more allies.

In the long run, you'll be better off being moderately heroic and nice.

4/5

Michael Hallet wrote:
Vinyc Kettlebek wrote:
You don't cross off used consumables or destroyed(sundered) items from the chronicle sheet at the end of the game.

Here is the actual text in the guide.

"If gear you have found but not yet purchased is sundered
or lost during a scenario, you may still acquire it when
purchasing items at the end of a scenario. Found expendable
items such as potions or scrolls may be used during the
course of a scenario at no cost, but must be purchased if you
wish to carry that item with you into future scenarios."

But there is not definition that I can find what constitutes a "found" item. It's clear that if you loot a potion off an NPC you found it and even if you use that potion during the adventure, you can buy it later.

It's also clear that if you use a creative non-combat means of overcoming an encounter, you are considered to have found the items as well. That's explicitly stated in the guide.

But it is NOT clear that if you fight an NPC and he drinks his potion before you disable him that you "found" it. There is no language in the guide that I can find that say this, and that does not fit the commonplace definition of found as you found and empty vial, not a potion.

It may very well be a good idea, but I'm not seeing that in the guide. If that's what's intended and that's what the campaign leadership wants it to be, that's what I'll go with. But I think that language needs to be made more clear in the guide.

Question?

Do you point out to people that run scenario's for you to cross out the consumable's used so your character's don't get access to them?

If you don't make sure that your characters get those items crossed off them you are being a hypocrite.

And if you did this to me when I played at your table, I would go straight to the person running the game day, then to the VO's and get your rulings reversed.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Mulgar wrote:
Do you point out to people that run scenario's for you to cross out the consumable's used so your character's don't get access to them?

Why would I necessarily know that? How do I know if someone attacked me invisibly used a potion before the encounter rather than a spell or other ability? I don't keep track of the consumables the NPCs use when I'm a player. That's the GMs job.

Honestly, I think it has mattered once in the games I've run. Most of the time the NPC never gets to use the consumable or has multiple of the same (usually in the case of healing potions).

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Vinyc Kettlebek wrote:
What's the difference between a sword that has been completely obliterated, and an empty or broken potion vial?

One has explicit language in the guide that allows for its recovery, the other doesn't.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Martin Weil wrote:
I have seen chronicles where, say, potions of Invisibility are unlocked, but the only instance of the potion in the scenario is in an encounter where the NPC's first action is to use said potion. With your approach, said potion would never need to be added to the chronicle, since the PCs will never be able to "find" it.

I've only run about 20 tables. I can't say I've ever come across that scenario.

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

Michael Hallet wrote:
Mulgar wrote:
Do you point out to people that run scenario's for you to cross out the consumable's used so your character's don't get access to them?

Why would I necessarily know that? How do I know if someone attacked me invisibly used a potion before the encounter rather than a spell or other ability? I don't keep track of the consumables the NPCs use when I'm a player. That's the GMs job.

Honestly, I think it has mattered once in the games I've run. Most of the time the NPC never gets to use the consumable or has multiple of the same (usually in the case of healing potions).

Well, did you find a potion on them? If you haven't found a potion of invisibility in the course of the adventure, and then you see it on the chronicle sheet, you should point out that you never found it.


Warning, wall of text.

Michael Hallet wrote:
Disappointed or angry, I can see, but bored?... (more text here)... But honestly, one bad experience drove you away for 2 years? If that were the norm most players would have quit by now. Maybe you didn't have fun that one time, but maybe you also overreacted a bit.

"If that were the norm most players would have quit by now."

What percentage of players come back after their first session? What percentage of players who play their first game register the chronicle sheet and become an active member of the community after a convention? What percentage of players return after their 2nd, 3rd, 4th?

I realized that I had missed the item. I realized that the only way avoid missing the items was to play a very limited set of options that would maximize treasure found and survivability, which (unfortunately) limited fun or to only play when another player was capable of assisting in items found.

The limited set of options reduced the fun of the scenario and narrowed my possible character options, eliminating those I considered most enjoyable and resulting in me deciding that a videogame (in which I can do everything found in pathfinder, given the limited options given) was actually as enjoyable or moreso than pathfinder.

Or, rather, I realized I was just playing a videogame without good graphics... not actually roleplaying.

And I quit... out of boredom, because I already had videogames I could play that were essentially the same. And I could get all the items, roleplay just as much, kill everything just the same way. The 'rolepaying game' of pathfinder society effectively lost it's advantage over a videogame that day.

I don't like missing out on items because I'm playing a sensible, reasonable, fun character rather than a 'scorched earth' borderline-homocidal stick-in-the-mud. (Like most videogame protagonists are).

Nefreet wrote:
If you had engaged the NPC in combat, it's possible you could have suffered from a condition (including death) that later would have required gold to remove, in which case your character would actually suffer from a monetary setback. Possibly one that even offsets an item being found.

No it doesn't. I HATE playing an evil character, but I play an evil character in some games. Why? Simple, because the amount of gold you miss playing a good character is so crippling as to hinder the enjoyment of the game. (Your character is too broke to get the good stuff, what you miss is not worth it, and I mean entire characters that are funny and make the game more enjoyable here).

In Pathfinder, I see the same problem.

"One has explicit language in the guide that allows for its recovery, the other doesn't."

Maybe that is the problem. Why can't a player use items found during a scenario to cast a spell without having to pay for the spell components in question. (Mike Brock said this in 2012, let me know if it's been changed from 'consumables' found during a scenario to 'items'). Why allow a healing potion but not other items. Even if the player use 'Wish' to wish for a +1 inherent bonus to an ability score using a found diamond worth 25,000 gp, it would not persist beyond the end of the scenario.

Protip: wish for spells, scribe everything! Yeahhhh.... I probably wouldn't let that slide.

Why try so hard to keep chronicle sheets and items awarded to players consistent... THEN CROSS THEM OFF?

I say, give the players the whole tier they played.

Also, even if the GM made the wrong call, it was his call to make. He could say that because I bypassed the encounter using diplomacy I never found the bauble in the Kobolds pocket... and that's a perfectly valid point. The problem isn't that I was penalized, the problem is that I CAN BE penalized... this leads to inconsistent play experience, which is the exact opposite of pathfinders purported goals.

Because Bob had a rogue in his party who found the chest, he was much more greatly rewarded than I, who played the same scenario, and had no rogue.

Or

Because Bob had a Sorcerer in his party who spoke draconic, he never fought the Kobolds and thusly never entered their chiefs chamber to find the magic sword. Detect magic cannot pass through walls, and as such he doesn't even know it exists. Thusly, he will not be getting it.

This is a perfectly valid interpretation of the 'not found' rule... and I would argue that it is NOT okay.

Two players of exactly equal skill, with different party members, could play the same scenario, make the same contribution, and get two different rewards.

A Wizard who finds a spell component and uses it to cast a spell he never would have cast otherwise is billed for it (Mike Brock claimed this in 2012, I need a link if someone knows where it is).

A Fighter who finds a potion and uses it is not. (Because it is a 'consumable').

The Wizard and Fighter both gain additional combat ability... actually, the Fighter comes out better because his primary job is 'meat shield', so more hitpoints equals more power. The wizard... should not be out front and should avoid using his hitpoints, if possible.

Finally, why should a Wizard be billed when he doesn't get anything extra at the end of the scenario, except maybe survivability which the consumable potion would have offered.

*If an item is in a secret compartment that the PCs do not find. It is crossed off the chronicle sheet.

'The PC'S'... not to self... next time people ask me to play in a scenario without a rogue... say no."

Here are the basic looting rules for PFS:
*If you walk into a room and kill the (hopefully bad) NPCs you get all the loot listed for that room. Whatever the PCs find unused or undamaged at the end of the fight they can use it until the end of the adventure when they hand in everything they found to the Society loot mart. If items were used or destroyed during the battle. The PCs don't get to use it for the rest of the game, and still get credit for finding it all when they hand in the remains to the society. Basically you could nuke a castle completely leveling it, and spend a week shifting through the rubble, and still find enough left of all the treasure to get full rewards. Although this tactic might negatively impact your team's ability to complete primary or secondary mission objectives.

So, basically, play like a videogame... loot everything, go into the NPC's house, check the dresser drawers, make sure you don't miss an item.

Yeah... it's a videogame.

If you walk into a room and kill the (hopefully bad) NPCs you get all the loot listed for that room.

In a game in which I am not allowed to play evil characters... murder is good? And the scorched earth strategy of videogames is the most effective one? (Do you guys get why I just quit, went to play videogames, and didn't even bother to go back for another game? Because there was no meaningful benefit to playing pathfinder instead of a videogame... the results... expected actions... benefits... were the same. I find items that don't really exist for murdering everything in sight.)

The advantage of a 'ROLEPLAYING GAME' is simple, roleplaying... but when a scorched earth strategy is encouraged to this extent it detracts from the overall roleplaying experience. The reward structure is such that it actively discouraged a roleplaying solution. It discourages SMART actions of avoiding unnecessary rooms punishing the PLAYERS because their CHARACTERS take prudent actions.

Not in character thoughts: Hmm... maybe I don't want to skip the room with the killer golem... stuff might be in there.

Think about it... do you really want to skip the room with the killer golem.

Yes, any sane character would... a player wanting all items would not.

You should not encourage players to think or act differently from their characters. That just leads to lazy writing... or lazy roleplaying.

It also means that everything about keeping adventures and rewards consistent is blatantly false and that two players who have played the exact same set of scenarios will have different items, etc. In effect, being given radically different rewards, not necessarily because of their own actions.

I understand it.
I get it.
It makes sense.
And it's stupid.
And it's counter to stated goals!

That said... true randomness is addictive so... I'm not sure if it is bad for attendance, but it is definitely against the stated 'consistency' goals of organized play, which so vehemently rejects 'custom' chronicle sheets.

I'm glad that a scenario can now be attempted multiple times, I think that is a drastic improvement (and a huge fix).

Quote: The Pathfinder Society isn't a good-aligned organization.
However, it does ban evil characters, which is de-facto encouraging of Good. (Unless you'd rather everyone be neutral... in which case... why do anything, let's go home.) Well, except for the 'murder everything, get all the loot' part. :/

No scenario should ever be written with any benefit for interrogation when players are shoehorned like this, unless specifically stated.

What I did was roleplaying. I solved a scenario by roleplaying and that led to a LESS DESIRABLE RESULT than rolling a dice, saying "I murder everything and loot the bodies".

The fact that the 'looting rules' were posted above... not that I don't greatly appreciate you sharing them (I actually needed those, thanks), illustrates another point. The looting rules are, in this case, more relevant than actual roleplaying and someone who simply loots everything will end up better than someone who actually roleplays.

Rewarding looting is built into the game.
Rewarding roleplaying is largely fiat.

Someone who actually obeys the goblins wish that they not go into their sacred chamber will end up better than someone who simply kills them and goes in there.

Maybe it was a design flaw, maybe the module designer never considered that the player could speak Goblin. (Or in my case Draconic, so that I could start a discourse with the Kobolds instead of killing them... I am never letting a kobold live again, btw.)

My issue, is simply the narrow set of actions encouraged (or potentially encouraged) and how it reduces the roleplaying game... to... well... in my case just a game. So, I went and played another 'game' instead... of the video type... and I enjoyed it just as much and found it had as much character depth and rewarded the exact same set of actions.

I roleplayed but, honestly, everyone in the group would have been better off if I hadn't. And I think that's a design flaw. A roleplaying game in which you are better off NOT roleplaying.

And, maybe, avoiding danger is beneficial... but so is staying at home in character, not being heroic, doing nothing. It's not very fun, and it doesn't sound very enjoyable to the other characters either. The opportunity cost is too high, and the opportunity cost is better to not roleplay, or to roleplay poorly.

I wasn't driven away... I was bored away, when I realized I was just playing a videogame. Kinda cool that it's multiplayer... but I was looking for a more 'open world' sort of thing, less 'loot the bodies' more actual roleplaying. :/

I get that it's hard to do that with Organized Play, but isn't encouraging that the very point of putting that 'suggestion' in there in the first place.

Also, gear and expendables... but not spell components?

"roleplay their way through a combat"

Why so narrow in scope?

"Additionally, if the PCs roleplayed past an NPC who carries a specific potion or scroll that the PCs might be granted access to on the scenario’s Chronicle sheet, don’t cross that item off the sheet—instead, allow the PCs to find the item elsewhere as a reward for creatively resolving the encounter without resorting to combat."

What if they sneak past everything? Rogues are a class?

it also gives the GM a level of flexibility in ensuring players receive the rewards they are due.

Maybe instead:
"it should also ensure that players recieve the rewards they are due."

GM Flexibility is great, but if the GM has the flexibility to give the rewards he has the flexiblity not to, which leads to inconsistency.

unless you are talking about a unique item, a partially charged wand or a higher caster level scroll or potion you can almost certainly buy anything appearing on a chronicle with normal fame limits

Actually, I am talking specifically about 'partially charged items', 'high caster level scrolls' 'potions', etc. I think the number of things that can be crossed off should be limited. And maybe things that can't really be replaced by other scenarios shouldn't be able to be crossed out and lost forever.

Just a thought.

Michael Hallet makes a good point:

"But there is not definition that I can find what constitutes a "found" item. It's clear that if you loot a potion off an NPC you found it and even if you use that potion during the adventure, you can buy it later."

Quoth a reddit: "Unfortunately, Pathfinder Society is a bit more gamey and a bit less roleplay-ey than a typical home-game environment, so players are usually encouraged to make sure their characters have something that works well."

Characters have to be... I mean, you can die... but the 'loot everything' need not bee so 'gamey'.

*submits wall*


It was pointed out to me recently also that you only have to *find* the item. (By a member of paizo staff)

... why is this being pointed out by paizo staff to a single player and not tattooed on the GM's foreheads and listed on a pamphlet handed out that reads 'your first game'. :/

Actually, an 'after your first game' pamphlet would be a great idea.

Scarab Sages 3/5

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So you played PFS once, didn't play it again, and now have a burning need to come back over two years later to post thousand word rants about how terrible it is and that anyone who does enjoy it is having bad wrong fun? I'm deeply sorry about the four unenjoyable hours you had two years ago, that must have been just terribly scarring, but maybe the most psychologically healthy thing you could do is just let it go already.

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

MathNerd wrote:

It was pointed out to me recently also that you only have to *find* the item. (By a member of paizo staff)

... why is this being pointed out by paizo staff to a single player and not tattooed on the GM's foreheads and listed on a pamphlet handed out that reads 'your first game'. :/

Actually, an 'after your first game' pamphlet would be a great idea.

Because it was pointed out to me in a thread in the public forum? As a clarification of a specific and rare situation?

There actually is a 'after your first game (or even before)' pamphlet. Here is what it has to say on the matter.

Quote:
If, for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, give the PCs the same reward they would have gained had they defeated their opponent in combat. If that scene specifically calls for the PCs to receive gold piece rewards based on the gear collected from the defeated combatants, instead allow the PCs to find a chest of gold (or something similar) that gives them the same rewards. Additionally, if the PCs roleplayed past an NPC who carries a specific potion or scroll that the PCs might be granted access to on the scenario’s Chronicle sheet, don’t cross that item off the sheet—instead, allow the PCs to find the item elsewhere as a reward for creatively resolving the encounter without resorting to combat. Pathfinder Society Organized Play never wants to give the impression that the only way to solve a problem is to kill it—rewarding the creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives the GM a level of flexibility in ensuring players receive the rewards they are due.

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

By the way, here is what the guide says about nuking them all from orbit and sifting the ashes.

Quote:
Characters who become wantonly evil, whose actions are deliberate and without motive or provocation, are retired from the campaign. This measure is a last resort; there is more than one way to play a given alignment.

Scarab Sages

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MathNerd wrote:

It was pointed out to me recently also that you only have to *find* the item. (By a member of paizo staff)

... why is this being pointed out by paizo staff to a single player and not tattooed on the GM's foreheads and listed on a pamphlet handed out that reads 'your first game'. :/

Actually, an 'after your first game' pamphlet would be a great idea.

Chronicle Sheet #0 on PFS Prep

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

Actual situation from an actual scenario.

The players run into a patrol coming to investigate a place the PCs have just left a dead body. If the PCs are visibly carrying anything that they looted from the dead body, the patrol assumes they are the murderers. If the party convinces to patrol that they are innocent, and they share a common foe, the patrol gives them directions and (IIRC) a cure light wounds wand. If they kill the patrol they do not receive the wand. (Presumably the patrol sends someone to fetch it if they are friendly)

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Jared Thaler wrote:
Well, did you find a potion on them? If you haven't found a potion of invisibility in the course of the adventure, and then you see it on the chronicle sheet, you should point out that you never found it.

I most likely would not remember. I generally don't write down what we find during the adventure. When I play, I sort of focus on playing and worry about the bookkeeping at the end. If we find something my PC would find useful, I write it down, but I don't keep track of everything.

Even if I did notice, how do I know that we didn't get it because we used a creative solution to overcome the encounter without fighting? I've had that happen and not necessarily had the GM give us the item during the adventure, but it showed up on on the chronicle. Usually I don't have the time to sit there and talk about the stuff on the chronicle right after the adventure. Sometimes I don't even read through the chronicle until a while after the session.

I think I did notice point it out once and I think the GM shrugged and said it was his understanding that the players got the items. So I just let it go because it hardly seems like something to spend time arguing about. But just because one GM does something one way doesn't mean I have to start doing it that way. Especially if I don't agree with their interpretation of the rules. I've had plenty of times where I don't agree with the way a GM interprets the rules. But I let it slide because that's the nature of organized play.

The Exchange 5/5

Mathnerd there are only two things that really influence your ability to roleplay at a PFS table. The people your sitting with and any time constraints caused of a schedule.

PFS scenarios are written to be finished in about 4-5 hours, and many stores and Cons schedule around that fact. If you can find other players willing to do it. You could stretch out a single game to last 6,8 or even 12 hours if you want to just stand around roleplaying with a particular NPC, and not work towards completing the mission your team was sent on.

Game rules and the Campaign rules really have no influence on the table's ability to roleplay. The campaign rules allow you to get full rewards if you are able to resolve all the encounters peacefully.

If you feel the GM didn't follow the rules. Report them to the event organizer or your local Venture Officer, so they can correct the error and make sure it doesn't happen again.

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

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At the risk of sounding unsympathetic this is nothing but a troll thread...

First, let's be clear, PFS does not, nor has it ever guaranteed the same experience for everyone. It does however, attempt to provide a consistently similar experience that is greatly affected by the human interactions involved.

Pathfinder Society Roleplaying Guild Guide page 5 wrote:
Because an organized play campaign takes place in a shared-world environment, a few additional rules are required to ensure that all players at all tables share a similar experience, no matter who is running the game.

*emphasis mine

Decisions have consequences and sometimes the PCs do not recover all the loot, or earn all the Fame/Prestige, or kill all the bad guys, or save all the princess (or prince). The players are presented with the same opportunities from table to table. It is the decisions they make that determine how successful they are or what they may/not get as rewards. IMO, to say everyone gets all the loot and rewards regardless of what happens during gameplay is what would make PFS into a video-game with pre-decided outcomes and "it doesn't matter what you do, this happens."

I am always troubled when a player comes into the forums and blasts a GM based on a game they just played. And in this case, we are talking about a game that happened two plus years ago!?! My experience in investigating experiences like this has revealed a few things:
* no one person's side of the story is completely accurate. Not to say they are intentionally lying or anything. Just that people tend to have selective memories, especially when they feel they were wronged
* more often than not there were tactics and/or legitimate reasons why what happened happened that were unknown to the player. The GM is not obligated to explain why they made the decisions they did and players rarely ask them after the game
* it is challenging to investigate a situation to see if any action needs to be taken. Even moreso when the event occurred two years ago
* sometimes, the GM is just wrong (made a mistake) but if we redacted every time a GM made a mistake, many GMs would stop running because their table authority is constantly being questioned and changed
* sometimes a player is just being unreasonable simply because the results of their actions did not produce the desired results

I find the purpose of this thread to be highly dubious. Someone played one session and based the quality of that singular experience focused on a single aspect, that being the availability of a "found" item found the campaign to be "boring" and didn't play again. Then decided to passionately complain about it more than two years later by accusing the campaign of being "imbalanced" and all about "scorched Earth." Could it be that the GM made a poor choice? Maybe. Could it be the player made a bad decision or just not like the results? Maybe.

We also need to be aware that any OP campaign, including PFS may not appeal to everyone. Play styles are different. Expectations are different. For some players/GMs, PFS is just not suited for them and that's okay. No game can appeal to everyone.

...so while I am in favor of constructive criticism IMO this thread serves no purpose other than at best be a forum to complain about a singular play experience from two years ago by someone who doesn't even play the campaign and at worst simply a claim that PFS is "BadWrongFun." I am flagging it to be closed as unproductive

Grand Lodge 5/5

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Finlanderboy wrote:

Your DM incorrectly handled the situation. I would contact a Venture officer and have them correct it.

I can understand leaving if you have had bad GMs like this. Because if they difficult on rules they are wrong about; well they will be difficult in other areas too.

You had a poor gm find, or be a good one.

1. As a former VC, if this was up to me, I wouldn't 'correct' the situation. Two years is a long time. If you were dissatisfied with the results of the table, it could have been brought up then.

So, sorry, but no.

2. Finlander, your jump to saying that the GM was 'bad' and then reassertion that someone who runs off a player for 2 years is preposterous. Everyone is allowed to make mistakes. Are you insinuating that you've never made a rules mistake in all your 60+ tables of running PFS games? Cause if you have, then by your own comments, youre a bad GM.

The GM in question didn't run MathNerd off. MathNerd chose not to continue playing after he?/she? didn't like how a table came out. I'm not saying MathNerd did anything to deserve less loot than full cause I don't know the details of the table cause I wasn't there, but innocence on the part of the player doesn't automatically mean the GM is 'bad'.

1/5 5/5

Similar situation on Tier rewards

My personal experience with GMs has varied as widely as anyone's.

Not in this campaign, thankfully, but in another on-going massive campaign there was one GM that attempted to control my character and dictate what my character would do, with no note, sign, or any indication of why this behaviour was happening.

In this campaign I HAVE had GMs erroneously mark off things that the party 'encountered' (that weren't even expended in said encounter) and much like the link above I've pointed it out to the GM (when I've caught it) and gotten it corrected.

That being said, some GMs (who will remain nameless) ride that RAW straight through the eye of the needle with their camel and caravan in tow, and at larger conventions it can be next to impossible to track that all down and get it sorted.

My personal philosophy extends the 'Don't be a jerk' to the logical conclusion of 'benefit of the doubt' to the players. If they had their hands on the item(s) in question, or were talking to the person that had them rather than murdering them, that would be a positive experience and should be rewarded.

There DOES need to be a more explicit description of the interaction of Fame/Prestige/Cash, though. It got cleaned up some for the Season 7 Guide, which was a plus, but it is still a bit clunky. Word counts are an issue, but it's still left somewhat ephemeral and someone who is reading the Guide out of context may not understand it.

4/5

Michael Hallet wrote:
Mulgar wrote:
Do you point out to people that run scenario's for you to cross out the consumable's used so your character's don't get access to them?

Why would I necessarily know that? How do I know if someone attacked me invisibly used a potion before the encounter rather than a spell or other ability? I don't keep track of the consumables the NPCs use when I'm a player. That's the GMs job.

Honestly, I think it has mattered once in the games I've run. Most of the time the NPC never gets to use the consumable or has multiple of the same (usually in the case of healing potions).

Because, most other relatively reasonable gm's don't try to #%^##*^% over characters because of some obtuse reading of the rules.

But since you do it to players, you should really man up and tell the GM your interpretation so he can apply your reading of the rules to your character.

4/5

well, there are several issues in your post.

I think you have to remember that probably the simplest play style is the martial play style. You kill it and that clearly indicates "success". Not killing something means the GM has to think and judge your actions within the context of scenario goals etc. Just running around an encounter or bypassing it doesn't mean you dealt with the challenge. There are also a lot of players that just want to kick some butt.
Personally I like creative solutions but it's not always the most expedient or decisive solution and the players have to think on their feet. It shows you have creative players with some confidence in their abilities.

In PFS GMs are bound to run scenario as written. They cannot change the plot or monsters, or adjust anything beyond some environmental hazards or responsive tactical decisions. They also have to abide by the FAQs, Additional Resources, and other rules that simplify the Pathfinder rule set. This also means GMs prefer simple decisions that follow the theme of the existing rule set.

Most items on Chronicles are available through Always Available Items which is capped by your FAME score. It's rare that something special appears on a Chronicle before season 6 (season 4 has some real exceptions). So you can usually buy what ever is on the chronicle anyway. CORE is more of the exception as things are very limited in that format.

Liberty's Edge 3/5 *

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Pathfinder Adventure Path Subscriber
Mulgar wrote:

Because, most other relatively reasonable gm's don't try to #%^##*^% over characters because of some obtuse reading of the rules.

But since you do it to players, you should really man up and tell the GM your interpretation so he can apply your reading of the rules to your character.

There is noting obtuse in my reading of the rules. Having to make up a new definition of the word found that is not explicitly mentioned as an exeption is.

Also, your character is not screwed over because you didn't get access to the potion of invisibility or the like at level 1. Were you really about to spend 60% of the take for the adventure on a single one-shot item? At the point where you are ready to spend 300 gp on a single-use item, you probably have the 5 fame where chronicle access doesn't matter any longer. I think you are being a bit melodramatic.

The one time I recall it happening was a tier 1-2 with an 1100 gp one-shot consumable. That was over 200% of the gold earned. At the point where that is disposable cash, you probably have the 9 fame to not worry about.

I would be happy if the rule was clarified so that the PCs still got access in this case, but I don't see that from the rules as written. It may be rule ad intended, but not as written.

Liberty's Edge 5/5

godsDMit wrote:
Finlanderboy wrote:

Your DM incorrectly handled the situation. I would contact a Venture officer and have them correct it.

I can understand leaving if you have had bad GMs like this. Because if they difficult on rules they are wrong about; well they will be difficult in other areas too.

You had a poor gm find, or be a good one.

1. As a former VC, if this was up to me, I wouldn't 'correct' the situation. Two years is a long time. If you were dissatisfied with the results of the table, it could have been brought up then.

So, sorry, but no.

2. Finlander, your jump to saying that the GM was 'bad' and then reassertion that someone who runs off a player for 2 years is preposterous. Everyone is allowed to make mistakes. Are you insinuating that you've never made a rules mistake in all your 60+ tables of running PFS games? Cause if you have, then by your own comments, youre a bad GM.

The GM in question didn't run MathNerd off. MathNerd chose not to continue playing after he?/she? didn't like how a table came out. I'm not saying MathNerd did anything to deserve less loot than full cause I don't know the details of the table cause I wasn't there, but innocence on the part of the player doesn't automatically mean the GM is 'bad'.

I agree with this here.

The Exchange 4/5 5/5

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One.

I've had one BAD Game Master.

I've had plenty who made mistakes, who've skipped entire sections, run the wrong tier, or made decisions I didn't agree with regarding loot. At least one of those situations I thought "if I was a new player I probably wouldn't come back. That wasn't fun at all."

But all those are GMs who just need seasoning. Maybe some more dedication and spend more time prepping. Mistakes are mistakes and everyone makes them.

Spoiler:
The one truly BAD GM was clearly enjoying his players' suffering and confusion as he withheld critical details necessary to move the plot forward. He was banned from PFS.

4/5

Michael Hallet wrote:
Mulgar wrote:

Because, most other relatively reasonable gm's don't try to #%^##*^% over characters because of some obtuse reading of the rules.

But since you do it to players, you should really man up and tell the GM your interpretation so he can apply your reading of the rules to your character.

There is noting obtuse in my reading of the rules. Having to make up a new definition of the word found that is not explicitly mentioned as an exeption is.

Also, your character is not screwed over because you didn't get access to the potion of invisibility or the like at level 1. Were you really about to spend 60% of the take for the adventure on a single one-shot item? At the point where you are ready to spend 300 gp on a single-use item, you probably have the 5 fame where chronicle access doesn't matter any longer. I think you are being a bit melodramatic.

The one time I recall it happening was a tier 1-2 with an 1100 gp one-shot consumable. That was over 200% of the gold earned. At the point where that is disposable cash, you probably have the 9 fame to not worry about.

I would be happy if the rule was clarified so that the PCs still got access in this case, but I don't see that from the rules as written. It may be rule ad intended, but not as written.

Just because you think a person shouldn't or wouldn't buy the item doesn't justify you making up a rule that most responses have told you is the minority opinion

I am constantly amazed at all the gm's on here who constantly try to make the worst possible rulings for the players. Being a GM isn't about winning, it's about making sure all your players enjoy themselves.

5/5

Mulgar wrote:
I am constantly amazed at all the gm's on here who constantly try to make the worst possible rulings for the players. Being a GM isn't about winning, it's about making sure all your players at the table enjoy themselves.

I see the "GM's job is to make the players happy" sentiment a lot and it rubs me the wrong way. GMs are playing the game too, and it's not worth their time if they aren't enjoying themselves. Have fun WITH the players, but not at the expense of the players. And vice versa for GMs. We're all in it together.

4/5

zefig wrote:
Mulgar wrote:
I am constantly amazed at all the gm's on here who constantly try to make the worst possible rulings for the players. Being a GM isn't about winning, it's about making sure all your players at the table enjoy themselves.
I see the "GM's job is to make the players happy" sentiment a lot and it rubs me the wrong way. GMs are playing the game too, and it's not worth their time if they aren't enjoying themselves. Have fun WITH the players, but not at the expense of the players. And vice versa for GMs. We're all in it together.

I never said make the players happy in the sense of caving to what they say or want. It is my job as a gm to give the players a good experience. I want them to come back, and maybe even gm for me once in a while.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber
Mulgar wrote:
Just because you think a person shouldn't or wouldn't buy the item doesn't justify you making up a rule that most responses have told you is the minority opinion.

Just because it's the minority opinion doesn't make it wrong. You're argument is a logical fallacy known as argumentum ad populum.

5/5 5/55/55/5

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Mulgar wrote:

I am constantly amazed at all the gm's on here who constantly try to make the worst possible rulings for the players.

How many times does a player hop on the boards with "MY DM MADE A GREAT RULING!"

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