'Easy Mode' Option for PFS


Pathfinder Society

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1/5

There has been comment on the boards about providing a generic "hard mode" in PFS. What about the other side?

Many players like playing interesting but mechanically inferior (at least combat-wise) characters. Others will like playing such kinds of characters occasionally. Players playing these types of characters may want the option for PFS scenarios and modules to be run on an 'easy mode' rather than as-written, in order to have a better chance of the character surviving.

Perhaps PFS could consider this too. It may result in attracting a wider base of players.

Sczarni 4/5

I have a gnome crossbow style ranger who doesn't have a high enough stats to cast spells and still survives and contributes fine.... the fact that there are like 4 handicaps there, that it a feat. Unless you're looking at high level season 5 scenarios, most of PFS is easy mode already

5/5 *****

By and large PFS scenarios set the bar for what is required to complete them relatively low, provided you are playing with the right number of players and they are generally in tier. The vast majority of them can be done successfully with a group of pregens. Adding a further easy mode seems moderately ludicrous.

1/5 5/5

I try to build well-rounded characters.

As a result, they excel at a couple of skills, do 'okay' at a few others, and have 'holes' in what they can do because no solid character can do 'everything'.

When it comes to combat they hold their own (though I admittedly get paranoid and usually have them fight defensively unless it becomes painfully obvious the opponent isn't hitting or other options open up like flanking, bards, etc) but are consistently out-classed, out-gunned, and flat-out dps'd compared to someone that made 'rocket tag' the be-all and end-all of their character.

Despite this, the only time it's been an issue is during discussion on the forums...

1/5

Wei Ji the Learner wrote:

Not everyone blows through scenarios like a SEAL team. Not everyone fumbles through scenarios like the Keystone Kops.

But all it takes is bad die rolls to turn the former into the latter, or good die rolls to turn the latter into the former.

Yes. This is why an 'easy mode' would be attractive to some players. It reduces the risk of bad die rolls extinguishing their characters.

Silver Crusade 5/5

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I think PFS has hit it's sweet spot. Season four was pretty hard, but past that Leadership has done a damn fine job of balancing encounters by tiers, with the occasional outliers, which is to be expected.

Shadow Lodge 4/5

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Guys, don't feed the obvious Troll.

Silver Crusade 4/5 **

From a playability standpoint, I would assume "easy mode" would have the same caveat as the proposed hard mode, as in all players must agree to play it. Good luck with that.


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What I've found is that the ones with 'hard mode' tend to be the hardest ones already before the adjustment, they actually could use an 'easy mode' instead.

Sometimes 'hard mode' can just be 'play the optional encounter' which many times tends to be the hardest one.

Grand Lodge 5/5

As I said in the hard mode discussion

Thanks, but no thanks.

Paizo Employee 4/5 Pathfinder Society Lead Developer

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Pink Dragon, from a mechanical standpoint, what do you see this involving? Is it an additional entry in the "Scaling Encounter B2" sidebar, noting how to reduce the CR by each encounter by 1? Is it the removal of certain mechanics that can lead to deadlier foes (e.g. phantasmal killer, high-crit weapons, high DR, etc.)? Is it some blanket adjustment, such as treating every printed number as 2 lower? Does the system grant lower rewards—tricky because doing so further weakens those characters, but not doing so attracts those who might exploit the system to gain rewards without commesurate threats?

It's difficult to provide a fair assessment of this proposal without having a better sense of what you're looking for.

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

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I think PFS is actually reaching a general level of maturity in setting the difficulty of scenarios. I find S4 to be the actual peak. That one has a lot of extremely potent solo enemies which can swing entirely the wrong way for a party, often due to wacky abilities.

S5-7 has become much better at tiers and 4-player adjustments that really balance well. There's still an occasional freak monster that totally breaks the curve but they've become rarer and tend to be due to someone (writer, editor or GM) misunderstanding an ability.

There's also a clear link between scenario difficulty and tier. Higher-tier scenarios tend to be relatively more difficult. You have to be prepared for much more different things.

There's also trend starting on S5 and gathering steam in S6-7 to requiring more skills from PCs, which some people are grumbling about. Personally I think it's a good trend because it means diversifying away from combat-only challenges, and it creates different kinds of twists and turns in the story. But if you "learned" what a PFS PC "needs" (and what he doesn't need) during earlier seasons, it can be painful because you have to unlearn some of it.

Paizo Employee 4/5 Pathfinder Society Lead Developer

In addition, what is the scope? Is this something to see in every adventure retroactiviely? Is it in every adventure going forward? Is it only in certain adventures, much as Hard Mode appears now?

5/5 5/55/55/5

Ideally hard mode would give the same rewards or a role playing award only, Like Ambroise Valsin must address you as sir at all times.

5/5 5/55/55/5

Leathert wrote:

I'm not gonna argue about whether this easy mode would be viable idea or not (I think the major problem is the rewards part). But this question I can answer based on what I feel like when building characters.

I do not want to mechanically optimize because there are so many options, I'd like to actually experience as many of them as possible.

I definitely understand. My fun with characters is odd builds. Making them good enough to be good is, for me, part of the fun.

You do not need power attack on a well built paladin to be relevant/good enough for PFS. I have a boatload of melee types without it (the polyhedral gods hate me, I dare not tempt them), and they do just fine (though i am eyeing pirhana strike on my adorable bundle of fluffy death). PFS is already at the level where you can do this if you want to.

1/5

John,

Firstly, I want to thank you for taking the idea seriously, because that is how it is intended.

As a general comment, if PFS is going to implement hard mode, I suggest making the implementation of a soft mode in the same or a similar manner.

Mechanically, I see points 1 and 2 of the following as the most important for an 'easy mode', and the others as possibilities:

1. Removing the "save or your done playing" mechanics.
2. Removing or reducing the mechanics of deadlier foes, particularly with respect to their ability to kill characters quickly (e.g. high crit weapons, large damage AoE's, and the like).
3. Reducing overall CR, or at least the CR of the deadliest encounters.
4. Converting some combat encounters into non-combat encounters (I realize this one may be particularly difficult to implement in existing scenarios).

As to implementation:

I would like to see it in all scenarios. Realistically, this may not be possible. The most important place to have 'easy mode' is in Tier 1-5 where new players start. An 'easy mode' for some of the more notorious higher tier scenarios would be the second most important, in my opinion. As a third most important place for 'easy mode', all tier 7-11 scenarios.

For future scenarios where 'easy mode' can be designed in, I think a note in the "Scaling Encounter" side-bar would be ideal.

For existing scenarios, there may be a need for an "easy mode" adjustment document or, if this is too time consuming for PFS staff, a blanket reduction of 2 on every DC, attack roll, damage roll and crit threat range in the scenarios. (I may have missed some important ones.)

I also think that GMs advertising games beforehand as "easy", "normal" or "hard" could reduce table tension. And as I indicated above, I think everyone at the table should agree to 'easy mode' for that mode to be played.

As to rewards, I think these should remain the same across all modes. It doesn't matter to me if someone else wants to 'exploit' the system to gain the same rewards with less risk. I realize others will feel differently about this.

Dark Archive 5/5

Pathfinder Adventure Path Subscriber

Hi Pink Dragon!

As it stands right now, I disagree with you regarding the need for an Easy Mode, because I do not feel that the scenarios are geared towards over-optimization, but I can appreciate that you may have a different view.

You mentioned that some people (I'm assuming you include yourself in this) prefer to play "Interesting but mechanically inferior (in combat)" characters. I was wondering if you could expand on that, because as it stands, that phrase doesn't make much sense. I mean, there are skill-monkeys who may not hit hard but generally bypass combats due to diplomacy, and there are 'silly' characters, like "How high can I get a character and still have a +0 BAB?" (Mine is Wizard 1/Sorc 1/Cleric 1/Oracle 1/Rogue 1/Warpriest 1) but neither of these seem to warrant an easy mode.

Every character created is going to be able to do something well, unless specifically built otherwise. I guess my question is, what kinds of characters do you believe necessitate an 'easy mode?'

1/5

If a player sat down at a table with me, as a GM or player, and asked for easy mode I would get up and leave.

Right now with very rare exceptions the scenarios are too easy by far and even the hardest ones are still easy.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

It will be like when core came around. In my area, we do not have that many players. I have to go to different counties as it is to play in a game once in a while. So when core came around there was a division. Where people wanted to play core and the others did not. This led to not being able to get a game in either way. Now you want to divide it again with 3 modes.

And think about the GM. Bad enough if they prep low and high tier ahead of time. Older scenarios give you templates to apply. And I hate doing things on the fly. So for example. Level 7-11. Which can already by a prep nightmare depending on the scenario. So I prepare low tier and high tier. Make notes for a 4 player adjust( I can usually tell the table size since we post most of the games on-line.) Now throw in 3 levels of difficulty. For a grand total of 12 different play through option to prep. Not including core, then it easily doubles

1/5

Z...D... wrote:
Now throw in 3 levels of difficulty. For a grand total of 12 different play through option to prep. Not including core, then it easily doubles

There is no difference in prepping for core and non core. The NPC's are not affected by the PC's being core.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

Jessex wrote:
Z...D... wrote:
Now throw in 3 levels of difficulty. For a grand total of 12 different play through option to prep. Not including core, then it easily doubles
There is no difference in prepping for core and non core. The NPC's are not affected by the PC's being core.

OK, then. I have misspoken.

1/5

Keirine, Human Rogue wrote:

Hi Pink Dragon!

As it stands right now, I disagree with you regarding the need for an Easy Mode, because I do not feel that the scenarios are geared towards over-optimization, but I can appreciate that you may have a different view.

You mentioned that some people (I'm assuming you include yourself in this) prefer to play "Interesting but mechanically inferior (in combat)" characters. I was wondering if you could expand on that, because as it stands, that phrase doesn't make much sense. I mean, there are skill-monkeys who may not hit hard but generally bypass combats due to diplomacy, and there are 'silly' characters, like "How high can I get a character and still have a +0 BAB?" (Mine is Wizard 1/Sorc 1/Cleric 1/Oracle 1/Rogue 1/Warpriest 1) but neither of these seem to warrant an easy mode.

Every character created is going to be able to do something well, unless specifically built otherwise. I guess my question is, what kinds of characters do you believe necessitate an 'easy mode?'

The characters that may require 'easy mode' are ones built around doing many things, but no one thing very well. They may not be useless (unoptimized does not equate to useless), but they cannot generate the numbers (whether it's combat or non-combat numbers) that an optimized character can. These kinds of characters have lower ability to meet scenario requirements, and if you put a number of them in the party, party survivability can become an issue.

The players that may want 'easy mode' are ones that cannot or do not want to optimize, or simply ones who want to play the game with a low risk of character extermination because that's what they like.

As for me personally, I am generally an optimizer, though I don't buy every splat book and suck every last drop of mechanical benefit that I can from the books I get. However, I do have a couple of unoptimized characters, and I probably would play 'easy mode' with those, especially at higher levels.

Silver Crusade 5/5

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I don't support Easy Mode for the same reason I don't support expanded Hard Mode. It makes a lot more work for GM's. For example, if there came to be Hard Mode, Easy Mode, and standard it means I am prepping six groups of stat blocks (hard, normal, and easy for both subtiers), only three if the people that sign up on Warhorn provide a character level. Which seems like it might just be a bit much.

1/5

UndeadMitch wrote:
I don't support Easy Mode for the same reason I don't support expanded Hard Mode. It makes a lot more work for GM's. For example, if there came to be Hard Mode, Easy Mode, and standard it means I am prepping six groups of stat blocks (hard, normal, and easy for both subtiers), only three if the people that sign up on Warhorn provide a character level. Which seems like it might just be a bit much.

I think this point, which echoes Z...D...'s point, is a very fair point against both hard mode and easy mode.

3/5

Please do not implement 'Easy Mode.'

5/5 5/55/55/5

Appeal to moderation is a fallacy as well. Just because a hard mode existed would not neccesarily mean that an easy mode must exist as well.

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

Honestly, there are two 'easy modes' at this point that come to mind...

Season 0-1 (and maybe 2) And core mode.

If there's no risk, there's no enjoyment.

And this comes from the guy who is a gadgeteer character and far from optimized.

5/5 *****

You think that playing in Core mode is easier than Standard? That seems rather counter intuitive and certainly doesn't bear out in my experience.

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

andreww wrote:
You think that playing in Core mode is easier than Standard? That seems rather counter intuitive and certainly doesn't bear out in my experience.

The issue of the OP was 'system mastery'. Core mode requires one book to master.

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

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Pink Dragon wrote:
The characters that may require 'easy mode' are ones built around doing many things, but no one thing very well. They may not be useless (unoptimized does not equate to useless), but they cannot generate the numbers (whether it's combat or non-combat numbers) that an optimized character can.

I don't want to add any value judgement to this; people should be quite free to play what they enjoy. But I do think that to some degree, this character building philosophy kind of goes against the grain of Pathfinder as well as many other RPGs.

These games are often cast as a band of heroes, overcoming huge odds. They're exceptional people, accomplishing stuff that Joe Farmer can't. But they're also to some degree specialists. They run into sticky social problems that William Wizard can't get out of but luckily he's got Roger Rogue who's quite slippery. And later on when it's time to figure out just what curse is afflicting the princess, William gets his time to shine.

Giving everyone a time to shine is important in RPGs, but it does rely a lot on people actually being significantly better at something than other people. While a jack of all trades can sometimes do that by sheer diversity, in my experience it's rather rare that it's necessary that all the skill stuff is done by a single PC. So while the party needs lots of different skills, it works very well (both in time to shine and in actual numbers) if those are divided among the PCs.

And game systems reflect that; most game systems have a cost structure for [whatever your abilities are called] that rewards moderate specialization. Too little focus and you can't accomplish much of anything; overspecialization tends to have decreasing marginal gains.


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BigNorseWolf wrote:
Appeal to moderation is a fallacy as well. Just because a hard mode existed would not neccesarily mean that an easy mode must exist as well.

Argument from Fallacy is the fallacy of asserting that because an argument contains a fallacy, its conclusion must be false.

But I am curious why one way of playing needs to be fixed and the other way needs to be catered to if Easy Mode is wrong and Hard Mode is necessary.

5/5 5/55/55/5

Kitty Catoblepas wrote:
BigNorseWolf wrote:
Appeal to moderation is a fallacy as well. Just because a hard mode existed would not neccesarily mean that an easy mode must exist as well.
Argument from Fallacy is the fallacy of asserting that because an argument contains a fallacy, its conclusion must be false.

Which is what you're doing here, when you don't look up and see all the reasons this isn't needed. The primary argument left was -well, if there's a hard mode there should be an easy mode- and that doesn't follow.

Quote:
But I am curious why one way of playing needs to be fixed and the other way needs to be catered to if Easy Mode is wrong and Hard Mode is necessary.

1) PFS is already easy mode. Very often its 6 players and the 6 player adjustment just doesn't keep up. Its not just 2 extra party members, you only need one skill guy one tank and one healer at most, so 2 people extra can easily be a 50% boost in output.

2) The solution for wanting well rounded characters in pfs to not feel useless in combat is to make well rounded characters that are not useless in combat. If you have something that crunches scenarios, getting a crunchier scenario to chew on is pretty much your only option.

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