Ryan Boim
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After years of playing custom and home brew games I finally got around to trying Pathfinder Society Organized Play. While the game's style didn't quite mesh with my own (too mechanics focused). I found the exposure to the modules and playing under new GMs allowed me to pick and choose things that I liked and disliked about their style. Has anyone else had the same experience?
RedHydra
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It's natural to feel like Homebrew > Society as the story shapes around the PCs within it wherein Society you are effectively just running errands as a team. Society forced me to learn mechanics which I'm grateful for and showed me the fun in building an optimized character for combat purposes but when it boils down to it I think Homebrew is superior
maouse33
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Almost exactly the same experience so far. PF home games for years. Play in PFS and have to correct GMs on rules (and vice versa on one thing so far), ask if the module specs are right, and suffer some fiat due to time constraints. Trying my best to be "helpful" rather than "annoying rules monger." I just keep telling myself that they are spending their time freely and trying to have fun too. I haven't been a player in a long long time, though. Have had 4 GMs so far and liked them all (even with the rules questions and answers). Also have critiqued them all, with my wife and son who also play. It has definitely helped me realize some things about myself I didn't know despite 4 decades of role playing. First: I really prefer to role play. PFS isn't great for that, so I find myself looking for chances. Second: PFS requires a 14 or better CON. On every character. Especially if you play up tier. I have a 7th level character with 45 HP because of a 10 CON. Playing ANY (any I have seen so far, including the last three I played to get here) Module I can get ONE SHOT by the BBEG who is 3-5 CR higher than party average. Tales of the last table playing a 7-11 was that the BBEG did 63 damage in one hit. DEAD if it were me. This character has dropped below 0 HP (and used Pal spell to gain 4d6 HP back immediately) in almost every mod I've played. That's if I make it to them past the CR 2-3 EPIC encounters prior to that without dropping (they would also be EPIC encounters in the DMG adventure building rules). I guess I am learning that when they write these modules, they want you to be 50-80 HP a round murder hobos. So here comes my second character. 4d6+8 at level 1. Sigh.