My PFS Lavode De'Morcaine
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There are a few of us that have been discussing how easy some of the printed tactics make things in many scenarios. Especially when the players are relatively experienced and capable of building above average characters.
I have 'heard' that some people get more liberal in their interpretation of whether or not the printed tactics are viable. As soon as the PC's do almost anything the printed tactics do not take into account, they use the NPC's to the max of their capabilities. This has the potential to make the combats significantly more difficult.
We were considering doing this. There are enough of us regulars to usually fill up the table and take turns being the GM. Obviously we wouldn't do this if there were some new players or players that aren't comfortable with hard mode for their PC's.
We don't gain anything by this except a bit more of a challenge. Would anyone have a problem with us doing this in PFS gaming?
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If the table does something that steps outside of what the creatures/encounter have in their 'standard tactics' toolbox via creative techniques, then it is up to the GM to try and discern from that toolbox what sort of direction the encounter is going to take.
HOWEVER...
If the players are close enough to the 'standard tactics' that it's just a matter of words or semantics being the divider, it is strongly encouraged (based on both play and GM experience) to err on the side of the party and try to adhere to the printed material.
tl;dr
Don't force the players into a position of having to 'break' the encounter, and work with what they give you at the table.
That all aside, have you considered an Adventure Path and going 'Campaign Mode'?
My PFS Lavode De'Morcaine
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Well there are about 9 or 10 of us that tend to be at most of the local Sunday PFS events. However not quite consistently enough that we felt like we could commit to a regular gaming AP. We're still discussing it though. We might just decide to give the AP a try anyway, even though we wouldn't always have the same characters present.
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If you are not getting any rewards outside of what exists on the chronicle sheet and all the players/GM are familiar with each other and okay with it knowing the potential consequences, who's gonna complain? No one other than those at the table will know what happened anyway. Though the official answer is, the GM must run the scenario as written with some fiat allowed when tactics are invalidated.
Alternately, why not take on the challenge of building characters that aren't min/max'd so they won't require a "hard mode" to challenge them? This would allow you to play those same characters in games with casual players or people you don't know without needing to "hold back" on their abilities to avoid dominating the table.
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As usual, run as written.
However, there is nothing stopping players from making things harder on themselves, maybe skipping a buff spell, or yelling "come out of you think you're hard enough" while entering the dungeon could be sufficient.
On the GM side, tactics are usually there for a reason, and GMs need to use their best judgment to decide when they no longer work (e.g. contiuing to cast fireballs might not be the greatest tactic, once the group is protected against fire damage).
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PCs giving themselves a sort of limiter can help (like not using power attack or using their reserve weapon) particularly if the APL is a bit high or the content is a bit old.
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Have you played much of Season 4 yet? That season tends to be a bit more difficult.
You might also like what I dubbed 16 pp scenarios. It isn’t what I want, but I know others like that sort of thing. There is a new module called The Gauntlet that is also supposed to be quite challenging.
My PFS Lavode De'Morcaine
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Alternately, why not take on the challenge of building characters that aren't min/max'd so they won't require a "hard mode" to challenge them? This would allow you to play those same characters in games with casual players or people you don't know without needing to "hold back" on their abilities to avoid dominating the table.
That is what most of us do with the rest of our characters. We have a few really odd builds running around. They don't come at all close to any definition of min/max. However, we also wanted to try actual optimized builds with a challenge to see if the builds and our handling of them really is as good as we think.
My PFS Lavode De'Morcaine
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Have you played much of Season 4 yet? That season tends to be a bit more difficult.
You might also like what I dubbed 16 pp scenarios. It isn’t what I want, but I know others like that sort of thing. There is a new module called The Gauntlet that is also supposed to be quite challenging.
Not all of season 4, but some of them. We have not yet run Gauntlet, but it was the one that got us started talking about the topic. It has a nasty reputation already.
We do intend to make series of scenarios from 1-12 of the hardest ones that we can find. Those posts have some good additions to our list.
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On a personal level, I wouldn't mind if the GM tweaks tactics to better tailor those of the players, but yes it should be proportionate.
I would like to make more hard mode scenarios, but where I am, there isn't many opportunities to do so. Heard a lot about the Gauntlet, I hope to try this one in the near future.
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"Is-PFS-on-Hard-Mode-Actually-Acceptable"? .... Sure.
Is "Soft Mode"? "Giggle Mode" - "Hard Core Cannon" - "Totally In-Character Paladin of Torah" - "Murder Hobo" - "Giggle Fest Punsters" - "Cayden Beer-and-pretzels"? "Pony Finder" modes ok? SURE!
Please-please-please - just don't spring it on the other Players (and the person running the table is just a fellow Player here") in a "Gotcha!" moment. If everyone knows what "kind" of game you are all playing, and are there to play together and have fun... I'm ok with that. Not that you need my (or anyone's) ok with that. Go for it! Have FUN! Play some games.
it does sort of bug me that some of us feel we need to come here to "get permission" about how we play. If I am not at your table, and I am not likely to every sit at a table with that PC - please feel free to ignore anything I might say about HOW you are playing your game. And if I do say anything - feel free to tell me to keep my negitive comments to myself.)
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Have you played much of Season 4 yet? That season tends to be a bit more difficult.
You might also like what I dubbed 16 pp scenarios. It isn’t what I want, but I know others like that sort of thing. There is a new module called The Gauntlet that is also supposed to be quite challenging.
It's not that bad. I played it last week and I think the party took total of 30 damage. Though it is harder than most scenarios.
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Are people having fun? If so, then yes.
The purpose of this entire endeavor is to have fun. Some people have fun when they know they can't lose, some want a heroic challenge or at least a good last stand.
It also depends on WHY it is hard. If it is "let's send these level 1s with character sheets still smelling of printer against a legion of demons", nobody is going to be happy, except the main-happy GM who keeps the AD&D 2E Player's Option critical hit tables bookmarked with Post-It notes and speaks in strange riddles. On the other hand, a single kobold harassing the party with things like ranged weapons and tactics can be an enjoyable challenge.
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BretI wrote:It's not that bad. I played it last week and I think the party took total of 30 damage. Though it is harder than most scenarios.Have you played much of Season 4 yet? That season tends to be a bit more difficult.
You might also like what I dubbed 16 pp scenarios. It isn’t what I want, but I know others like that sort of thing. There is a new module called The Gauntlet that is also supposed to be quite challenging.
It's a lot of fun, and a rather different sort of challenge from most PFS scenarios. I just ran a test run of it last night in preparation for a con.
That said, don't try to fit it into a 4 hour slot!
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Wei Ji the Learner wrote:Tucker's kobolds are a terrifying horrible challenge even for advanced teams.the game has progressed a long way since Tucker's Kobolds
Kobold bolt ace gunslingers plus being at the top of a staircase with a railing for cover. Not that I have ever seen that in a scenario.
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"Hard mode" is acceptable if your players are agreeable and they trust you enough as a fair GM to let you run "hard mode".
Some adventures are hard and some adventures are easy, thats normal. I make it a point to try not to kill players during my games, but I also roll dice openly and have come close to killing players, due to untimely crits. So far no kills yet though, yay! (Yes Im proud of it, sue me lol)
Anyway, how to challenge optimized, well built (but hopefully not broken) characters.
Running "hard mode" by modifying a scenario, I suppose you should ask your players if theyre alright with death, sometimes by rather nefarious means especially if tactics are broken. In theory, all players should consent before doing so, so discuss each item below before running such a game. Whatsapp or any chat app works well.
A rough checklist of "are you ok with"
A) your char getting killed, even by underhanded means?
B) tactics for enemies being changed to whatever GM decides?
C) feats for enemies being changed?
D) spells/items for enemies being changed?
E) 1 class dip adjustment for bosses ? And/or Template?
F) using underhanded tactics aimed only at winning?
G) killed without being able to Raise Dead?
This should be a straight out harder set up, but its also worth to respect if players agree to all except some items. It is most efficient for a regular group that plays together and everyone has the same understanding and cracks their brains consistently to build good characters. Anyway, individual items in detail.
C) Feats
Power Attack and Furious Focus for most mobs. Combat Reflexes whers appropriate.
For spellcasters add Toughness, Combat Casting, Metamagic feats, Spell Focus / Spell Specialization.
Quicken Channel for negative channellers.
If your players often do it, take Eschew Materials, and be sure to still carry your spell material pouch.
Most scenarios dont have enemy summoners, but if they do make sure they have std action summons. Acadamae Graduate, Sacred Summons, or are Unchained Summoners.
D) Spells / Items
Self explanatory, but you can include counters of hard counters. All boss casters should have a lesser Talisman of Freedom, among other things, and maybe a precast Contingency to counter status/feeblemind etc.
Some caster should have prebuffs on. Scrolls are great too, esp Fly.
Firewall is an exceptionally lovely spell, but not for damage. Place it over actual deadly terrain (like lava) and watch folks melt.
E) Simple Templates/ ClassDip
Good templates are Simple Advanced. Fiendish template is good to counter blaster classes.
For bosses with not enough activations or prone to lockdown, look up Dual Initiative mythic template. Enjoy.
A arguable template is a "Race" followed by a free racial feat. This can be potentially brutal if done right (see Underhanded)
Note this is class dip because turning an L10 caster to L11 is a different ballgame altogether. Some good dips are
- Gunslinger Mysterious Stranger. Self explanatory and deadly buff for an archer with charisma.
- Warpriest for wpn focus and blessing of air for archer with wisdom
- Monk Far Strike for throwing enemies
- Swashbuckler for Parry & Riposte and Finesse
- Sorcerer Crossblooded for blaster casters. This can be a literal save or die.
- Diviner Wizard for anti-surprise round and prebuff mage armor, shield. Use the free roll for saves or aiming touch spells.
- Cleric with Travel Domain
- Barbarian for beatstick. It works well with many creatures too, from Purple Worms to Ghasts.
- Bloodrager Urban for archers. Barbarian Savage Technologist can also up damage and attack i think for ranged.
- Paladin/ Antipaladin for Smite.
- Magus Esoteric for L1 Spellstrike and Spellcombat on unarmed strikers
- Witch for a hex or two, good on flying enemies that harry the action on the ground
- Unbreakable Fighter is good for Diehard prerequisite with feat alteration
- Ranger for Favored Enemy
F) Underhanded Tactics
Flyby Attack and incorporeal can be exceptionally nasty. Poke a finger out of the ground and fly away. Incorporeal casters are even worse, arguably cast spells from inside total cover, stick a finger out to release, then back in stone.
Flyby works for any standard action so you can fly, toss a medium or long range spell then manuever and fly away. Ennervation is a deadly spell after a few rounds of spams (yes its from a scenario)
Use Greater Invisibility and backstab away. You can look up an enemy called Lurker in the Light for details.
Invisibility against a party with no counter and doing non offensive annoying spells like Grease, and Summons, or buffing allies also works.
Party full of Ifrits with Firesight and Obscuring Mist using smokestick focus will be bad.
Tieflings with Darkness also work. Or Deeper Darkness with Fiend Sight x2.
Possibilities are endless. Pathfinder is a game of counters, so it is probable you can counter anything your players have. At any given time, probably not more than 1 or 2 players can counter your underhanded tactics, so taking those out means you have "won". Try your best not to metagame too much against players. Alternatively its good to give some retreat room, or establish a pattern, or just let up with the annoying stuff once party is suitably "challenged"
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Sometimes another way to run it is with enjoyment in mind.
Start the session by checking if players (ideally a regular group that knows you, each other and the game) are all right if you up the difficulty of one (max two usually, unless you have a lot of time) battle, with the understanding that if need be (say a TPK or unexpected deaths), you will let them have a go again at the original battle, or provide some extra resources / free Raise Dead etc if need be. Raise Dead is usually most naturally provided for at the end of a scenario.
Then just try out the above. Quite a few of tough fights are potential TPKs with some of above adjustments. This would be more immersive and less warning given, but can also be more stressful for players who dont enjoy life on the edge (but then they shouldnt care about being challenged... right?)
The other approach is the flip side. After they beat the fight (or even whole scenario) and there's time to spare, let them do one of the battles again with your modifications. Win or lose, no stress, everyone just have fun, and you get to show how effortless it is to make something manageable nasty.
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Heres also a list of "Hard" scenarios that I know of and you can try running :
Dalsine Affair 1-7
In Wraths Shadow 3-7
Storming the Diamond Gate 3-7
Beyond the Azlant Ridge 3-7
Tome of Righteous Repose 3-7
Fortunes Blight 5-9
*Weapon in the Rift 5-9
Cairn of Shadows 5-9
*The Sealed Gate 7-11
*The Waking Rune 7-11
Return to Sky 7-11
Echoes of Everwar 3 : Terror at Thistledown
Rats of the Round Mountain I 7-11
Elven Entanglement 7-11
Feast of Sigils 7-11
Beacon Below 7-11
Salvation of Sages 7-11
( and quite a few season 9 games i heard )
* - scenarios with an explicitly stated hard mode
Tome of Righteous Repose deserves some special mention here:
- All At Once : Youre technically allowed to throw the entire scenario's combat encounters against the party at once. In the right part of the dungeon, this is a wipe or near wipe, and it can be quite difficult, unless your party is summon based and can pull out all stops go keep the enemies entertained. I usually send two of the combats at one time then wrap up.
- Tailoring : Tome of Righteous Repose is practically a bestiary for its tier. If you know every character before hand and specifically pick enemies for their weaknesses (eg wpn immune swarm for an all gunslinger party), youre virtually guaranteed "challenge", if not a TPK. Pathfinder is a game of hard counters, so tread lightly and try to let at least 1 guy be able to do something, or use a soft counter (eg deeper darkness and high touch AC against a gunslinger). Personally I always roll randomly and keep a screen shot or photo of my roll. If they die Im prepared to show, it was random.
In the end, we are all players, GM included, to have fun together and not at each other's expense. Whatever you do, if your players are with you and enjoying themselves, thats what counts. Everything else, the scenario, the chronicle sheet, the entire rules, are just tools. Find like minded friends and keep the trust while the heat is up.
Have fun!
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A) your char getting killed, even by underhanded means?
B) tactics for enemies being changed to whatever GM decides?
C) feats for enemies being changed?
D) spells/items for enemies being changed?
E) 1 class dip adjustment for bosses ? And/or Template?
F) using underhanded tactics aimed only at winning?
G) killed without being able to Raise Dead?
To just to be completely clear; C, D, and E are not permitted by the Roleplaying Guild Guide. A game using those modifications is no longer a PFS game.
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...but only in regards character actions.
If the characters follow the plot rails to the point and are in perfect position for the tactics as written with no mitigating factors, one uses the tactics as written.
If they instead go out and hire a singing telegram to bring a message to the encounter that the characters are coming and the telegram holds out their hand for a tip for example then the tactics go out the window Unless the encounter is scripted to handle that circumstance, of course.
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Taking a tangent, one of my favorite things about PFS is that once you've been playing for a bit, you have a really good feel for the expected difficulty level.
The common wisdom is to modify your home game to suit your players and characters. I've seen this fail because the players and characters are not changing to suit the other player/character. The classic example if trying to run a campaign for a mixed group of power-gamers and role-players*, half the characters steam-roll the encounters while the other half feel weak.
PSF kind of has a reverse approach here. Here players can, and are expected to (The field guide chapter of the Pathfinder Campaign Setting: Pathfinder Society Field Guide), build characters to suit the campaign. If you want more of a challenge, make your character less than optimal. If you want to have a nice fun power fantasy, build an OP character. There are always exceptions, but as a whole this has made a play experience better than the home games I've played before, here characters far above or below the powercurve are infrequent.
I just started a my first scenario with an anger phantom, there are more effective spiritualists but it will be good enough to carry it's own weight in PFS games. This concept would not have seen play if it wasn't for the predictable difficulty of PFS scenarios**.
*These labels are not helpful, I know.
** Outliers exist.
Edited to remove the figurative f-bomb. Thanks Philippe for letting me know what I said was not-cool.
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Zyraen wrote:Yeah, I never use any of those for PFS, including B tactics change. Only for homebrew.Changing of tactics is absolutely permitted, the bar for tactics being invalidated is not defined anywhere nor would I want it to be.
It generally takes something blatant for me to break tactics. For example, in
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What I'm saying is, if the scenarios are too easy. Challenge yourself to play with weaker character builds and oddball concepts. I just started a my first scenario with an anger phantom, there are more effective spiritualists but it will be good enough to carry it's own weight in PFS games. This concept would not have seen play if it wasn't for the predictable difficulty of PFS scenarios**. If you really want to push the limits of the system, look at running one of the super-dungeons with your group of regulars that want the same thing.
Telling this to me would amount to hurl a F-bomb lol, luckily I don't hear that kind of speech that often, I would erupt like a volcano
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Telling this to me would amount to hurl a F-bomb lol, luckily I don't hear that kind of speech that often, I would erupt like a volcano
I think you dropped the "F-bomb" about 15 times while running Tomb of the Iron Medusa for me, contained in the acronym STFU (or, Shut the F* Up).
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Zyraen wrote:Yeah, I never use any of those for PFS, including B tactics change. Only for homebrew.Changing of tactics is absolutely permitted, the bar for tactics being invalidated is not defined anywhere nor would I want it to be.
Maybe in my community I've just heard too many instances of (probably just 1 or 2) GMs breaking tactics resulting in a TPK, or sole survivor flees. Disobeying morale tactics can also result in end of scenario encounter stacking.
One scenario has a relatively early encounter with an enemy with Dominate supernatural ability. After my group cleared the scenario, our GM recounted how in a 4 player game, a "killer GM" used the Dominate to start the fight, then immediately fled. As players hesitated whether to take out the dominated character while coping with other enemies, the dominated character fled the field (and rejoined the enemy for an auto offscreen kill). End of that scenario, he had the enemy from the early battle join up with the final boss and company, resulting in 2 more characters being dominated, and the last guy (my GM) fled, leaving 2 dominated characters to also be killed offscreen. This is a season 0 or 1 tier 7-11 scenario, some of you might know what Im talking about.
One of my other friends likes to use incorporeal attacks from within walls. I understand he TPKed a high level party in an AP using an incorporeal creature within the ground which had multiple dice of touch negative energy damage (probably to tune of Xd6 or Xd8) to *heal* an undead boss round after round, so he simply outlasted the players and killed everyone.
Thus I am generally wary of breaking tactics, unless it doesn't make sense or cannot be done, eg a babau that cannot attack with its spear because said spear has been sundered by the players.
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Just a random point: I do kind of wish every intelligent humanoid enemy in Pathfinder Society had a dagger, in addition to all listed gear. Especially when it comes to Grapple and Disarm, it's just silly when an assassin/bounty hunter/champion of an arena/rogue Venture Captain doesn't have a dagger on them. Heck, even as a tool and eating utensil everyone in a setting at this level of technology should carry a knife.
In the event Paizo publishes an "Advanced Stradegy Guide" that includes tips for GMs to make encounters more difficult without increasing their CR, I hope there are a series of boons that will let us replay scenarios on "hard mode", if and only if everyone present has already played the scenario once.
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Maybe in my community...
In my experience, the GM deviating from tactics as written is not typically the cause for PC death or TPKs (though it has happened). Usually the randomness of the dice (especially at low level) and players/characters making poor/uninformed/sub-optimal choices are the real killer. We all hate to "lose" but one option that players rarely seem to chose is to simply run away when an encounter is going significantly poorly for them. All too often as players experience what becomes over-whelming challenges, they seem to become hardened against the situation like someone on the playground dropped a triple dog-dare on them to finish the scenario and they will be condemned to the abyss if they walk away.
The actions described seem to have more to do with a GM vs player mentality than tactics, but anecdotal evidence is often missing important details so this is not the place to suggest anything negative about your GMs.
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Just a random point: I do kind of wish every intelligent humanoid enemy in Pathfinder Society had a dagger
I wonder how RAW/non-RAW it would be considered if you just gave all the enemies one? Sure its not on their stat block, but neither is food, waterskin, standard clothing (must be naked?), backpack, hell the ones with coins usually don't have a pouch listed to carry them in. I think that is largely due to word count/space conservation. Mundane items are just not listed in a stat block for a bad guy you are intended to kill, loot, and move on. A dagger is a mere 2gp. Would it be the end of the campaign as we know it if we just assumed everyone had one?
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KitsuneWarlock wrote:Just a random point: I do kind of wish every intelligent humanoid enemy in Pathfinder Society had a daggerI wonder how RAW/non-RAW it would be considered if you just gave all the enemies one? Sure its not on their stat block, but neither is food, waterskin, standard clothing (must be naked?), backpack, hell the ones with coins usually don't have a pouch listed to carry them in. I think that is largely due to word count/space conservation. Mundane items are just not listed in a stat block for a bad guy you are intended to kill, loot, and move on. A dagger is a mere 2gp. Would it be the end of the campaign as we know it if we just assumed everyone had one?
I don't really feel comfortable changing statblocks like that, but lord knows I sometimes want to.
My feeling is that PFS writing puts a premium on word count, so statblocks are a bit minimalist. Sometimes you run into casters without holy symbols and spell component pouches when they clearly need them.
As a result, sunder/disarm are unreasonably effective - they can totally break an NPC that could have fought on if he'd spent 20gp on backup items. And he hasn't spent that money purely for meta reasons (word count), not because of a deep decision to portray him as an idiot.
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That's kind of why I said what I said. Its pretty clear we are to assume some items not listed in the stat block gear are present. Things like clothes (its not like everyone is naked), coin pouches, spell component pouches, rations, waterskins, backpacks (are they carrying all their gear in their hand?), holy symbols, light sources, flint and steel, etc. I don't think it would be considered any more "changing" their stat block to assume a mundane, non-magical, standard dagger than it is to assume they have any of the above necessary items. Besides, disarming/sundering someone's primary weapon leaving them with a dagger is not likely to constitute a significant threat anyway. YMMV
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KitsuneWarlock wrote:Just a random point: I do kind of wish every intelligent humanoid enemy in Pathfinder Society had a daggerI wonder how RAW/non-RAW it would be considered if you just gave all the enemies one? Sure its not on their stat block, but neither is food, waterskin, standard clothing (must be naked?), backpack, hell the ones with coins usually don't have a pouch listed to carry them in. I think that is largely due to word count/space conservation. Mundane items are just not listed in a stat block for a bad guy you are intended to kill, loot, and move on. A dagger is a mere 2gp. Would it be the end of the campaign as we know it if we just assumed everyone had one?
Would everyone have a dagger at say a wedding? Does grandmaster torch bathe with dagger. This assumption is not always right.
If you take it to a silly level in the other direction if someone tries to bribe but needs change and the npc can't make it as it is not in their statblock?
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Bob Jonquet wrote:KitsuneWarlock wrote:Just a random point: I do kind of wish every intelligent humanoid enemy in Pathfinder Society had a daggerI wonder how RAW/non-RAW it would be considered if you just gave all the enemies one? Sure its not on their stat block, but neither is food, waterskin, standard clothing (must be naked?), backpack, hell the ones with coins usually don't have a pouch listed to carry them in. I think that is largely due to word count/space conservation. Mundane items are just not listed in a stat block for a bad guy you are intended to kill, loot, and move on. A dagger is a mere 2gp. Would it be the end of the campaign as we know it if we just assumed everyone had one?Would everyone have a dagger at say a wedding? Does grandmaster torch bathe with dagger. This assumption is not always right.
If you take it to a silly level in the other direction if someone tries to bribe but needs change and the npc can't make it as it is not in their statblock?
I would definitely expect everyone at a Kuthite wedding to be carrying, at bare minimum, a dagger, if not a variety of other interesting pain-giving devices.
I also wouldn't be surprised if Torch kept a few daggers in the bath, 'just in case'.
That said, I understand the point you are trying to make ;-)
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Would everyone have a dagger at say a wedding? Does grandmaster torch bathe with dagger. This assumption is not always right.
Of course not, but that is a specific set of circumstances. Do you have your weapons? Then it is reasonable to expect other to have theirs as well. I'm not saying to take this to silly levels and its silly to argue it as such. This would be the general encounter where an enemy is equipped for combat and you are assumed to be the same.
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Philippe Lam wrote:Telling this to me would amount to hurl a F-bomb lol, luckily I don't hear that kind of speech that often, I would erupt like a volcanoI think you dropped the "F-bomb" about 15 times while running Tomb of the Iron Medusa for me, contained in the acronym STFU (or, Shut the F* Up).
Yep, was a little more colourful previously. But one year and a half later, I'm growing old. Feeling like more a grizzled old man. Probably for the better because at least I don't panic that much anymore.
Edited to remove the figurative f-bomb. Thanks Philippe for letting me know what I said was not-cool.
It was more meant as a joke, sorry it wasn't very clear. I take it easy even if I hate not optimizing my PCs.
My more serious reasoning : I always want to have a high power just in case, rather than being only average. The latter is fine but when facing a hard fight, the difference is really felt. But the only red flag would be of not meaningfully contributing to the adventure, but in the way they can, or being directed to play in some way. Unless what a player does is completely wrong, he/she should play as self seen fit.
As for breaking tactics, same as some others. I don't overhaul heavily unless the party makes something completely out of the box.
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It was more meant as a joke, sorry it wasn't very clear. I take it easy even if I hate not optimizing my PCs.My more serious reasoning : I always want to have a high power just in case, rather than being only average. The latter is fine but when facing a hard fight, the difference is really felt. But the only red flag would be of not meaningfully contributing to the adventure, but in the way they can, or being directed to play in some way. Unless what a player does is completely wrong, he/she should play as self seen fit.
Yup, better safe than sorry. Not optimizing feels a little icky and a little irresponsible to me.
My first PFS character is a straight damage build, but now I rather characters with above average skills and the ability to contribute in at least one hard fight (though usually more). Usually prefer to take things easy unless required. Throwing some knowledges and buffs around helps give impression of doing stuff without other players feeling youre holding back too much, gives newer players chance to shine. But when s*** hits the fan, always be able to go all out to make those enemies regret they crossed the Pathfinders.
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I wouldn't go as far as terming it irresponsible, but you get the idea.
For me it's about common sense. If I'm only able to handle the average encounter, I'll sweat to get past when it is more difficult than that average. Spending more resources as a result, and not knowing what will be left when coming to the end boss. And it's fairly utopic to expect teammates to always (sometimes they can though) to cover the shortcomings. Self-reliance is as important if not more than teamwork. I designed my evoker and my lunar oracle (to name a few) to be oversized if needed to lift pressure off the other PCs or to speed up a fight which can be tiresome.
But it is mostly about the self-restraint of the player.
My PFS Lavode De'Morcaine
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I approach it a bit differently. I like to optimize a concept to a pretty reasonable extent. However, I don't like to hold back 'just to let others shine' and then save the day when necessary.* It feels I don't know, condescending isn't quite the right word, but close to that. It feels like I'm saying, "Yeah when it isn't important I'll let you do stuff, but I am the real hero."
I am NOT saying you are doing that, but that is what it feels like to me when I do it.
* New players are a completely different story. I always try to let them make plans and do what they want. I do my best to help it work. We were all new once. If I hadn't had some friendly and helpful people around when I started, I probably wouldn't still be doing this 35 years later.
So I build a character that has a primary and secondary role both in combat and out of combat. Then I try to make sure they are good enough to hold their own in that role. But none of them are builds that will win the scenario by themselves.
For example: I build a bloodrager, but I didn't go for max damage output. He does fair damage, but he is really built for reach. Demonic bulk, aberrant reach, long arm spell, reach polearm, and lunge. He will eventually be able to strike anyone almost anywhere on the battle mat.
The exception is my first character. He is a sorcerer built for summoning. I built him before I realized how much it can slow things down and how much some people don't like it it you summon very much. So most of the spells he knows are buff spells to make the rest of the party more durable. Normally he only cast one summon spell in the boss fight. Occasionally a few more for non-combat purposes. He can still flood the battlefield if the party requests me to do so. And yes, I still don't really like the "I was holding back until I get to save the day" feeling. But he is level 12 and retired now, unless I can find an EotT group.
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Glad you agree about the new players :)
Hmm it's more like having played a lot with strangers, counting everyone else to pull their weight and play competently is often wishful thinking. I have played with deadweights such as very low level for the tier, horribly built characters, characters built only to tank but the player never sends their character forward, high level characters who spend 2 or 3 rounds just self-buffing, etc. (If you played Salvation of Sages before, I put up a combat log that illustrates a few of these) So it is not about condescension, I just rather not lose a decent character through being saddled with inconsiderate other players. If you've never been there before, good for you! :) Means your community of players tends to be very decent folks and players.
As for killing everything when not holding back, only my damage build is capable of clearing 150 damage in one round at L10, but his saves are still subpar. My others tend lurk behind the frontline, but they can do about 30-50-80 points of damage per round at L5-L7-L9, which is pretty midline. It frankly isn't enough against to drop the most dangerous stuff in one go, but since someone else is the frontline, thats hopefully enough time bought to neutralize the threat. There's also some practical aspect to delaying, since my ammo / flasks use up gold.
When I play with my regular group of friends though, we tend to know what each others characters are about and play to each other's strengths. It is not so much about holding back, more delaying for an inclusive strategy. Since most of my new characters are rather midline damage dealers, for pure damage I also defer to them to deal the bulk of it. Some of my friends use lockdown builds or AoEs, thus letting them do their stuff and picking off what remains is just about optimal play.
My PFS Lavode De'Morcaine
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We don't have all that many of the 'horrible players' in my area anymore. Used to be quite a few, but most of them have either grown into being a part of the group fun or left for other things. We still do have a several that try to outshine everyone else though. They have to get in there first, do the most damage, get the most kills, and be sure everyone knows it. It can get tiresome sometimes.
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Bob Jonquet wrote:KitsuneWarlock wrote:Just a random point: I do kind of wish every intelligent humanoid enemy in Pathfinder Society had a daggerI wonder how RAW/non-RAW it would be considered if you just gave all the enemies one? Sure its not on their stat block, but neither is food, waterskin, standard clothing (must be naked?), backpack, hell the ones with coins usually don't have a pouch listed to carry them in. I think that is largely due to word count/space conservation. Mundane items are just not listed in a stat block for a bad guy you are intended to kill, loot, and move on. A dagger is a mere 2gp. Would it be the end of the campaign as we know it if we just assumed everyone had one?Would everyone have a dagger at say a wedding? Does grandmaster torch bathe with dagger. This assumption is not always right.
If you take it to a silly level in the other direction if someone tries to bribe but needs change and the npc can't make it as it is not in their statblock?
I had a thing written up here about how people carried their own knives not only as tools, but as silverware. But it is so culturally dependant and I'm not actually well versed on the facts here given how long its been since I took that silly "Anthropology of Food" class.
That being said, a vast majority of Pathfinder Society enemies are encountered guarding, scouting, going to war, hunting demons, being hunted, robbing, assassinating or literally stepping into an arena. In at least two recent cases, it actually hurt the immersion when we found out they had no sidearms.
The "King's Champion" stepping into the arena without a dagger was quite odd. And embarassing when my friend's Eidolan grappled him and he had no light weapons. Then the last encounter...where was his sidearm? It was quite embarassing for our assasins when they found themselves disarmed and without a second weapon. Hubris I guess.