A sober campaign journal of Doomsday Dawn: Doom, gloom, and TPKs


Doomsday Dawn Game Master Feedback

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Colette Brunel: much like your other update, your In Pale Mountain's Shadow one is excellent and eerily similar to my experience with it.

Myself, I played a monk: I multiclass into wizard [dedication and basic casting]. This allowed me to cast both shield and mage armor for a much needed AC boost and some emergency damage reduction. I also took monastic weaponry so I could flurry with Shuriken and temple sword.

The trend seems to be: isn't your character better with casting?

Party: Druid [forced into healbot mode but full grown animal companion and tempest surge helped], ranger [other than animal companion took feats for crossbow so had a 1d10+ 1/2 wis ranged shot, reload with move], monk and rogue. Also 2 animal companions.

Different results:
Ranged combat: we did ok... nothing compared to the manticore but ok.
Manticore: knocked us ALL out and flew away. hero points allowed us to slink away because of a kind DM.
Elementals... yeah... chamber of the sunken stones tore us up. After murdering us all, the DM let us 'pretend' it didn't happen and let us go past it and try chamber of the burning sky... At least I died from a critical push into the lava and didn't have to let myself be beaten to death...


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Kerobelis wrote:
Its pretty smart for an INT -2 creature! I guess it would have instincts.

Seems like a solid and easy to understand tactic. I wouldn't be surprised if I saw a DM use the tactic with a wolf or raptor with it's natural attack so I don't find it out of place for a foe with actual intelligence.


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Noodlemancer wrote:

The Manticore would rest at an altitude of 80ft on our turns, and then do the following chain of actions on its turn:

1. Descent by one move action to 40ft.
2. Attack from the edge of one range increment.
3. Ascend back to 80ft.
Thus giving the Manticore a huge accuracy advantage (+12 vs +6).

Actually, since vertical flight upwards costs double, it was hovering at 60 feet rather than 80 feet. That still was not enough to land hits from the rogue's shortbow.

This, by the way, is precisely why anyone casting fly and vertically ascending to meet the manticore will have a rough time of it.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Do you have actual to-hit vs. AC numbers? I'm interested to see how the math shakes out.


The Manitcore is very tough, especially if played smart. Its a flying L6 creature with 20AC and +12 to hit with spikes, +15 with melee attacks. I can see it wrecking many a party of 4th level adventurers. The module even specifies it prefers range. Mainly due to a weakness with range attacks.

Typical adventurers AC will be 15 - 23? it will hit a lot. PC's will have +8 or +9 to hit, so they will miss a lot. But the PCs have action economy on their side.

I am interested to hear more. Especially as this is like a boss fight and some people have been concerned about those.

One last comment, the new adventure should be its own thread to highlight it. People may not realize you are doing updates. Maybe have the journal and one off reports for the adventures? Anyway, just a thought as this is the first report I've read for "in Pale Mountain's Shadow".


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DerNils wrote:

The saga continues absolutely unclear interaction of exploration tactics and encounters.

Did you go the harsh way this time and didn't even allow weapons drawn at the beginning of the Encounter without the Defending tactic?

No, I allowed them to travel with weapons drawn, since demanding that weapons be drawn only with the Defending tactic was too cruel (and mildly sketchy by RAW anyway).

DerNils wrote:
By the way, I just realised that even if the whole Party was sneaking, doesn't that mean that they all must defeat the Manticors Perception DC of 23? At Level 4? Good luck with that.

It is true that expecting the entire party to be stealthy is completely unreasonable, yes. I suppose it could work if the manticore rolled its Perception against the party's Stealth DC, but even then, that would be tough for most parties.


graystone wrote:
Myself, I played a monk: I multiclass into wizard [dedication and basic casting]. This allowed me to cast both shield and mage armor for a much needed AC boost and some emergency damage reduction. I also took monastic weaponry so I could flurry with Shuriken and temple sword.

Is this really that good an idea? Intelligence 16 and two class feats are a steep price to pay. Bracers of armor do the job well enough, and if a monk has an extra action for shield, then they may as well make another attack at a -8 penalty with agile.


During this session, I ran into various janky oddities concerning exploration tactics, the transition into encounter mode, and Perception vs. Stealth.

There were multiple times wherein members of the party were in Searching mode and should have been able to Seek hidden enemies... but all that did was trigger the usual Perception vs. Stealth initiative roll regardless, meaning that the Searching tactic accomplished absolutely nothing. I really did not know any other way to handle this.

How have other GMs been trying to rationalize the rules for exploration tactics, the transition into encounter mode, and Perception vs. Stealth? I have been struggling. Has anyone else been scratching their heads over this?


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Oh, goodness. I was handling something incorrectly for the first group group. The party needs to be using the Wandering exploration tactic in order to travel at full speed. Yes, that means that if the party wants to travel at a good clip, they cannot simultaneously be Investigating (remembering information with Recall Knowledge) or Searching (keeping an eye out with Seek), because apparently, people's brains and senses turn off when they are traveling at a brisk pace. Worse, depending on how the Defending tactic actually works, characters cannot have a weapon drawn if they want to travel at full speed, either.

Exploration tactics really need a revision.


Colette Brunel wrote:
Is this really that good an idea? Intelligence 16 and two class feats are a steep price to pay. Bracers of armor do the job well enough, and if a monk has an extra action for shield, then they may as well make another attack at a -8 penalty with agile.

For me, the only hardship was the stat.

Class feats? I looked over them, went meh... and looked at multiclassing.
-8 attack? I found out in the earlier adventures that there just wasn't a reason to even try. Most times I was happy to hit on regular non-penalized rolls. I don't think I had any 3rd attack hit and deal any noticable amount of damage.
Bracers: 1st level item only, so only a +1 AC which means -1 AC and -1 touch ac. This resulted in multiple misses or not getting critted.

I also wanted to try something a bit out of the box and see how it went. Looking back at the results, I don't straight monk with perfect stats would have shifted any outcomes. The few points of HP I lost to lower con were more than made up for with being hit/crit less and a few hardness reductions. It WAS a little rougher on the dying checks but once you're into them, things have already gone south.

So good idea? I don't know. Tanglefoot + flurry w/ Shuriken worked well at ranged and flurry + shield + move in melee.


graystone wrote:

For me, the only hardship was the stat.

Class feats? I looked over them, went meh... and looked at multiclassing.

Fighter Dedication opens up Combat Grab, and Rogue Dedication opens up Sneak Attacker.

graystone wrote:
-8 attack? I found out in the earlier adventures that there just wasn't a reason to even try. Most times I was happy to hit on regular non-penalized rolls. I don't think I had any 3rd attack hit and deal any noticable amount of damage.

This is still better than no attack, and shield is not much marginal.

graystone wrote:
Bracers: 1st level item only, so only a +1 AC which means -1 AC and -1 touch ac. This resulted in multiple misses or not getting critted.

Bracers of armor 1st are a 2nd-level item, certainly available to a 4th-level PC. Casting mage armor with Basic Wizard Spellcasting costs a 4th-level class feat, and it produces the same AC result.


Colette Brunel wrote:
Fighter Dedication opens up Combat Grab, and Rogue Dedication opens up Sneak Attacker.

With 2 animal companions, and one adult, I was looking for something that didn't have me up front all the time. Nifty melee options don't help when a 10' hall has animals covering it.

Colette Brunel wrote:
This is still better than no attack, and shield is not much marginal.

*shrug* The AC and hardness where the difference in a KO or not for a few attacks, mostly with crits. I know it saved me from going down in the first round with the manticore and an extra attack, even a crit, wasn't going to change that fight.

Colette Brunel wrote:
Bracers of armor 1st are a 2nd-level item, certainly available to a 4th-level PC. Casting mage armor with Basic Wizard Spellcasting costs a 4th-level class feat, and it produces the same AC result.

You're right, I must have messed something up. It got me an expert weapon though. In retrospect, I think I'd have been better off with a wand of some kind.

On the 4th level feat thing... none of the monk 4ths were exciting to me, and the dedication feats for fighter and rogue didn't do a whole lot for me. Fighter gets me a lot of proficiencies I'm not going to use and the bad guys go first most times, at least for our groups, so surprise attack isn't exciting.


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The only thing I can imagine limiting the manticore is that he only has 12 shots. But then I guess those are mostly enough to kill a Party without a Healbot.


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DerNils wrote:
The only thing I can imagine limiting the manticore is that he only has 12 shots. But then I guess those are mostly enough to kill a Party without a Healbot.

After running out of shots, the Manticore still has melee attacks at +15 attack bonus, which will crit more often than an improved critical rapier in pf1e...


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Imo +1 ac is much better than an attack at - 8 unless the target is heavily controlled.

(also ac 15 at level 4? That's like impossible, lowest should have been around 18 and highest at around 24)


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Pathfinder Lost Omens, Rulebook Subscriber

So the manticore fight kind of concerns me. The 3 action economy which is supposed to give fights a more dynamic nature doesn't really do much when there's no cover. The party standing in the open and trading misses at range sounds very unsatisfying.

How would it have affected things if moving at least your speed during your turn grants you a bonus to AC versus ranged attacks for the round?

What if there as a way to spend actions to prepare to dodge a ranged attack?

I'm trying to think of ways to make being out in the open at range slightly less of a shot show.


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shroudb wrote:
Imo +1 ac is much better than an attack at - 8 unless the target is heavily controlled.

If you really want the +1 circumstance bonus to AC that does not stack with other circumstance bonuses, I would aim for Cleric Dedication, since Wisdom is at least somewhat useful for monks.

WatersLethe wrote:
manticore fight

It is my belief that the manticore battle is all but impossible for the vast majority of even optimized parties. Even if fly gets placed on a melee fighter, they still have to fly up through virtual "difficult terrain," and they likely get destroyed by the manticore's melee attacks and sent dropping down.


Colette Brunel wrote:
shroudb wrote:
Imo +1 ac is much better than an attack at - 8 unless the target is heavily controlled.

If you really want the +1 circumstance bonus to AC that does not stack with other circumstance bonuses, I would aim for Cleric Dedication, since Wisdom is at least somewhat useful for monks.

WatersLethe wrote:
manticore fight
It is my belief that the manticore battle is all but impossible for the vast majority of even optimized parties. Even if fly gets placed on a melee fighter, they still have to fly up through virtual "difficult terrain," and they likely get destroyed by the manticore's melee attacks and sent dropping down.

Not many sources of +circumstance to AC outside of shields (and crane?).

And I'm more in favor of simply being elf/half elf with shield cantrips rather than lose class feats to either mage or cleric multi. Fighter and rogue are far better multies.

But losing a racial feat for a +1 ac (with an action) plus what's basically is temp HP every combat seems worth it.


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Colette Brunel wrote:
"New" Identified Problem #7: Riding Animals without the Ride Feat: To ride an animal without the Ride feat, a character needs to use Handle an Animal and make a success against... a completely unlisted DC. This means that GMs have to improvise a DC on the spot for something potentially important. Even then, on a success, they must then Command an Animal. This integrates very poorly with the already-clunky rules for exploration tactics, which have no guidelines whatsoever on how to handle a character fumbling around with Handle an Animal and Command an Animal to make a mount go forward in an overland journey. For now, since I cannot figure out how to even remotely handle this in a RAW fashion, I have had to ban mounts from characters without the Ride feat, which is an extreme solution, but at least it does not run head-first into a gaping rules hole.

Using the advises p 336, I'd go for a high DC for the level of the mount. It doesn't make sense that a war horse is harder to control than a horse (the war horse is trained for battle, that makes it... harder to control during battle ?), but nothing in this game seems to make sense. And it's less extreme than banning mounts.

btw, I love your campaign journal. I'm not sure it's for the good reasons, but still I love it. I'm almost compelled to playtest the game when I read you.

(edit : for exploration mode, since "the GM will adjudicate your idea using these as a baseline." (p 316) and the baseline is it is impossible to do two actions like looking at stuff while remembering facts about it, i'd go for "riding: you ride your mount". you may, or may not, allow a character with the Ride feat to engage in another tactic at the same time.)


Colette Brunel wrote:
shroudb wrote:
Imo +1 ac is much better than an attack at - 8 unless the target is heavily controlled.
If you really want the +1 circumstance bonus to AC that does not stack with other circumstance bonuses, I would aim for Cleric Dedication, since Wisdom is at least somewhat useful for monks.

Is it more useful? Maybe if you spend MORE class feats for spell points but why would you ever do that when you have the option for actual spell slots? Or cleric spell point options. I'm not really seeing MONK wisdom options standing out. Secondly, going wizard added an arcane caster that the group lacked, so if we found a wand/staff/scroll/ect I could use it.

PS: Our group at least isn't trying to make the most effective possible characters but characters we want to play. I'm sure there is a mathematically better character I could have played but I don't think that if we did, that we could have survived the manticore for instance.

PPS: I think it boils down to a difference in opinion and it's getting us off track on the point of the thread: how often we TPK in the adventure... ;)


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Colette Brunel wrote:

Oh, goodness. I was handling something incorrectly for the first group group. The party needs to be using the Wandering exploration tactic in order to travel at full speed. Yes, that means that if the party wants to travel at a good clip, they cannot simultaneously be Investigating (remembering information with Recall Knowledge) or Searching (keeping an eye out with Seek), because apparently, people's brains and senses turn off when they are traveling at a brisk pace. Worse, depending on how the Defending tactic actually works, characters cannot have a weapon drawn if they want to travel at full speed, either.

Exploration tactics really need a revision.

The rulebook empowers you as GM to allow characters to split time performing fatiguing and nonfatiguing tactics to avoid fatigue. As well as make up entirely new tactics as necessary. I suggest going by five-minute increments for exploration for ease of time keeping.

By alternating between Wander, Hustle, Wander and [Another Fatiguing Tactic] in five-minute increments each character gets five minutes (out of every 20) of investigation or looking out without impacting their 'average speed'.
If four characters stagger Looking Out; the party can travel at full speed and always have a look-out. It is much like setting up shifts for resting in the wild; it just requires a little logistics.
Similarly a pair of characters can alternate between Hustling and either Looking Out or Searching to keep up with the rest of their Wandering Party.

There are some logic problems that can arise if you look at it like encounter rules and try to handle things precisely (especially the movement rate aspects). The exploration rules are intentionally very abstract.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The whole "you get fatigued after 10 minutes of X activity", with the Fatigued condition needing a whole 8 hour rest period to get rid of, seems really arbitrary.


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magnuskn wrote:
The whole "you get fatigued after 10 minutes of X activity", with the Fatigued condition needing a whole 8 hour rest period to get rid of, seems really arbitrary.

And in the same passage as exploration it also says that if you split the time between relaxing and fatiguing tactics, you can go on fine.

The 10mins limitation is just so that you can't keep them on forever, because every fatiguing tactic is double the actions of the nonfatiguing ones.


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Pathfinder Lost Omens, Rulebook Subscriber
Colette Brunel wrote:

The PCs did their best to recover. They spent Hero Points, and the cleric doled out healing, but unfortunately, neither automatically pops a character back into the fight in 2e. The janky dying rules still demanded Fortitude saving throws to regain consciousness, and even when that did happen, the characters lost an action and had to spend two actions picking up a weapon and standing from prone. There was absolutely, positively whack-a-mole going on during this process; the fighter dropped to 0 hit points a staggering three times during this battle, and they got to make an attack exactly once, whereas the barbarian dropped to 0 hit points four times, and received absolutely no opportunities to make any attacks. This was what prompted the barbarian's player to ragequit; I took control of the barbarian from there.

•...

The way I would handle this situation is require the the goblin NPCs to make a challenging medicine check to notice that the formerly dispatched player was in fact still alive. If the failed they would move on thinking they had conquered their foe. This would give the players a chance to regroup.


shroudb wrote:
magnuskn wrote:
The whole "you get fatigued after 10 minutes of X activity", with the Fatigued condition needing a whole 8 hour rest period to get rid of, seems really arbitrary.

And in the same passage as exploration it also says that if you split the time between relaxing and fatiguing tactics, you can go on fine.

The 10mins limitation is just so that you can't keep them on forever, because every fatiguing tactic is double the actions of the nonfatiguing ones.

IIRC, it also notes that a 'combat-time tactic' (taking 3 actions per round), fatigues you after about 2 minutes.


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I have finished running my second group through Doomsday Dawn: Part #2: In Pale Mountain's Shadow. They had four battles this session.

The third battle saw the manticore forcing a surreender from the party and then using Intimidate (Coercion) to press the PCs into service. The manticore really does wreck parties.

The fourth battle was against a group of gnolls by a precipice. The fight opened up with the gnolls' leader shoving the paladin off a cliff, the paladin failing to Catch an Edge, the paladin plummeting downwards (albeit softened by a Feather Fall from the druid), and the gnolls' leader critically Demoralizing the druid. The party surrendered from there, and we ended the adventure.

Yes, this means that the party once again TPKed twice in one session, and that the final battle opened up with the paladin falling. As a disclaimer, I rolled exceedingly well during this session, so that can skew results.

I will write up a full report when I can, but it will have to wait for 18 to 24 hours or so, as I am currently feeling physically ill and mentally miserable, and I have some other business to attend to.

Designer

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Hope you feel better soon! Don't push yourself too hard; you're already ahead of schedule with both of your groups, so you can definitely afford to take a break if you need to stay healthy.


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Mark Seifter wrote:
Hope you feel better soon! Don't push yourself too hard; you're already ahead of schedule with both of your groups, so you can definitely afford to take a break if you need to stay healthy.

Thank you for the acknowledgment.


Colette Brunel wrote:
I will write up a full report when I can, but it will have to wait for 18 to 24 hours or so, as I am currently feeling physically ill and mentally miserable, and I have some other business to attend to.

Don't push yourself; your health is more important than the playtest or your reports. :)


Yes, we all appreciate the time and care you take in writing these Reports. Get well soon!
Also, poor players. TPK'ing is no fun, even if you warn them that's what a test is for.


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Colette Brunel wrote:
Especially Noteworthy Recurring Problem #6: Erroneous Knowledge is Not That Fun: Erroneous knowledge from critical failures might work for a beer-and-pretzels, light-hearted game, but it simply has not been a hit with any of my players thus far. Indeed, erroneous knowledge has sown nothing but annoyance, mistrust towards the GM, and feelings of resentment. Furthermore, I personally find it quite difficult to present erroneous knowledge that is actually plausible and actionable without it being too contrived

I don’t know if anyone else has mentioned this yet, but erroneous knowledge can be trivial to implement in a useless manner.

1) “The monster is vulnerable to cold.”
2) “The monster is not vulnerable to cold.”

By definition, one of these is true and one is erroneous, and there’s no way to differentiate which is which, so the feat is satisfied. It’s also useless information as-is, which makes the feat useless, but at least the GM doesn’t have to stress about making false stuff up on the spot.


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Erroneous Knowledge can also be obviously worthless even if accurate.
Rob (Dubius Knowledge; Fail): "I remember 'master telling me black dragons hatchlings like pickles... here fluffy!"
Joe (Crit Fail): "Gran'ma says Dragons ain't real. Dat's just a giant winged lizard."
Phil (Success): "Ten silver says Rob gets his fingers bitten off by that hatchling black dragon.


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Pathfinder Rulebook Subscriber
Colette Brunel wrote:

During this session, I ran into various janky oddities concerning exploration tactics, the transition into encounter mode, and Perception vs. Stealth.

There were multiple times wherein members of the party were in Searching mode and should have been able to Seek hidden enemies... but all that did was trigger the usual Perception vs. Stealth initiative roll regardless, meaning that the Searching tactic accomplished absolutely nothing. I really did not know any other way to handle this.

How have other GMs been trying to rationalize the rules for exploration tactics, the transition into encounter mode, and Perception vs. Stealth? I have been struggling. Has anyone else been scratching their heads over this?

I just treat successful stealth ambushes like I treat complex hazards. Their prepared reaction goes off, and then you roll stealth vs perception for initiative. So if a goblin is sneaking up on a PC, it goes like this:

1) Goblin rolls stealth against the PC's perception DC. (Sneak action?)
2A) If the Goblin fails, the PC sees the goblin and you roll initiative, goblin using stealth and PC using Perception.
2B) If the goblin succeeds on the stealth check, it can move into position, and ready a reaction with a specified trigger. "I will shoot the first longshank to come around that bend."
3) Longshank PC comes around the bend, triggers the readied reaction of the goblin, who fires the short bow.
4) Now we roll initiative, stealth for goblin and Perception for the Longshank.

I believe this is how such situations are meant to be run, but I could be wrong.

Quote:

Oh, goodness. I was handling something incorrectly for the first group group. The party needs to be using the Wandering exploration tactic in order to travel at full speed. Yes, that means that if the party wants to travel at a good clip, they cannot simultaneously be Investigating (remembering information with Recall Knowledge) or Searching (keeping an eye out with Seek), because apparently, people's brains and senses turn off when they are traveling at a brisk pace. Worse, depending on how the Defending tactic actually works, characters cannot have a weapon drawn if they want to travel at full speed, either.

Exploration tactics really need a revision.

That isn't really true. Investigating and Sneaking is specifically taking the time to thoroughly examine your surroundings, which means you (and potentially your whole party) get to roll checks to see if you uncover something hidden. Otherwise, I think you need to hope your perception DC.

When you are Wandering, you still notice anything below your perception DC automatically. So you are indeed seeing things, and noteworthy stuff may be brought to your attention. That's what happens when a goblin fails it's Stealth check. I don't see why a DM wouldn't inform you if there is something immediately eye catching along the way. You just aren't likely to uncover anything especially well hidden because you aren't looking that hard. An object in plain view seems to have a stealth DC of 10, making it almost impossible not to notice unless you have negative perception modifier.

I believe that you also auto-detect hazards below your perception DC as well. (I actually am having a little trouble finding this in the rulebook, but it seems supported by the blog post ..) So as the party's perception DCs go up, it won't take long before they don't even need to be Searching to notice things like the DC 16 Hidden Pit trap.


I don't think you find any hazards beyond those with no proficiency listed without the Search tactic. The clarification I read was that those hazards are so obvious that everybody gets to roll.
Pg.330 specifically calls out a trap as something you find with Search. Well, actually not find, because it implies you Need even more checks for that, but at least make you enter Encounter mode before you trigger it.


Hey everyone, I have a question regarding the Manticore (because my group is going up against it next): Should Spike Volley be a double action? If not, why would a Manticore ever use the normal ranged strike action?


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Nachti wrote:
Hey everyone, I have a question regarding the Manticore (because my group is going up against it next): Should Spike Volley be a double action? If not, why would a Manticore ever use the normal ranged strike action?

well, volley is stronger.

i want to think it's like "this is the base attack, and this is the attack with the "class feat" that makes it even better." As an example, why would a fighter ever do a normal iterative Strike if he also has a Steady strike. The answer is, he wouldn't.

as for the actual ability, there is a sliiiiiiiight occasion that his simple range attack is better:
Each volley is 2 spikes. you only have 12. So, if you can't reliably get off 2 attacks on a different character and you don't need the pin on a single character, then Simple ranged attack IS better.


shroudb wrote:
magnuskn wrote:
The whole "you get fatigued after 10 minutes of X activity", with the Fatigued condition needing a whole 8 hour rest period to get rid of, seems really arbitrary.

And in the same passage as exploration it also says that if you split the time between relaxing and fatiguing tactics, you can go on fine.

The 10mins limitation is just so that you can't keep them on forever, because every fatiguing tactic is double the actions of the nonfatiguing ones.

I believe a 6 second break every 10 minutes is adequate to avoid fatige. All you have to do is not use the tactic for 10 minutes solid, so the timer restarts after the break.


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sherlock1701 wrote:
shroudb wrote:
magnuskn wrote:
The whole "you get fatigued after 10 minutes of X activity", with the Fatigued condition needing a whole 8 hour rest period to get rid of, seems really arbitrary.

And in the same passage as exploration it also says that if you split the time between relaxing and fatiguing tactics, you can go on fine.

The 10mins limitation is just so that you can't keep them on forever, because every fatiguing tactic is double the actions of the nonfatiguing ones.

I believe a 6 second break every 10 minutes is adequate to avoid fatige. All you have to do is not use the tactic for 10 minutes solid, so the timer restarts after the break.

nah, it recommends 50/50 split to keep it up.


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This thread deserves somewhat of an update. I am recovering from a surgery I had last week, and it has been sapping my stamina to no end. The recent website downtime has also been making it difficult for me to keep myself updated on 2e. Thus, I am lacking in the motivation and focus necessary to write up reports.

Since I am dead-set on running for my players, however, I have continued to run my games. Thus far, I have completed:
• Two playthroughs of The Lost Star. Both groups TPKed to Drakus.
• Two playthroughs of In Pale Mountain's Shadow. Both groups TPKed to the manticore, and both groups had all PCs successfully critically Intimidated (Coerced) by the manticore into continuing the adventure. The Sunday group TPKed to the water and earth elementals. The Tuesday group TPKed to Zakfah.
• Two playthroughs of The Rose Street Revenge. The Sunday group TPKed to Wennel. The Tuesday group had a PC die to the first slashing blade launcher trap, then returned with a replacement PC, only to TPK to the kobolds.
• One playthrough of Raiders of Shrieking Peak. We skipped the Sunday group's playthrough this week, and the Tuesday group became the Wednesday group. The Wednesday group played Raiders of Shrieking Peak, lost the trial by combat with the minotaur elites, turned it into a real battle, and then TPKed to the minotaur elites, even under the new dying rules.
Yes, that is seven out of seven playthroughs as TPKs, including double TPKs for each In Pale Mountain's Shadow group, thus far.

I will be running Raiders of Shrieking Peak for the Sunday group by Sunday morning, and until then, I will be busy.

My plan is to write up a total of five reports after then: one for the Tuesday group's In Pale Mountain's Shadow, two for The Rose Street Revenge, and two for Raiders of Shrieking Peak. Since four of these reports will be for Pathfinder Society scenarios, I will create a thread in the Pathfinder Society playtest feedback forum directing people to this thread. Please forgive me if they are less comprehensive than they usually are, since my memory is exceedingly hazy from the passage of time and my surgery recovery.

For the moment, I would like to talk about three things here:

• Player Attrition: Before this campaign, I had 3 interested players drop out of the playtest before it even started, because of dissatisfaction from merely looking at 2e. Since then, I have been the GM for a total of 14 players: "Ho," "Ma," "So," "Va," "Ce," "Or," "Pu," "Sh," "Ar," "Gr," "Ka," "Ae," "Lo," and "Wi." Thus far, one of them ("Ho") had to drop out due to scheduling concerns, another one of them ("Ka") had to leave due to technical difficulties, and a whopping 7 of them ("Ma," "So," "Ce," "Sh," "Ar," "Gr," and "Pu") quit due to deep displeasure over 2e. That means that 2e had preemptively turned away 3 of my players, and then another 7 over the course of the playtesting itself. That is disheartening to know. Furthermore, of those 6 players who had left out of disappointment, three ("Ma," "So," and "Ce") actually rage-quit during the middle of a session.

• I Was Handling the Searching Tactic Incorrectly: During my two playthroughs of The Lost Star, my Sunday group's playthrough of In Pale Mountain's Shadow, and both of my playthroughs of The Rose Street Revenge, I was handling the Searching tactic incorrectly. As it turns out, according to page 331, if multiple PCs are using the searching tactic, only the Searching PC with the highest Perception modifier gets to make a roll. Despite this, the Sunday Rose Street Revenge group failed to spot the pit trap, and the Tuesday Rose Street Revenge group failed to spot the first slashing blade launcher (even with two PCs spending Hero Points to reroll!), which knocked out one PC and killed another PC. That was with me letting everyone use Searching, which was illegal.

• Whack-a-Mole: the new dying rules are whack-a-mole, oh so very whack-a-mole. If a character gets dropped to 0 Hit Points and then spends a Hero Point, they remain conscious, yet prone (i.e. flat-footed against melee attacks and thus more likely to be hit and critically hit). In that exact moment, the character is ripe for being immediately knocked out again by an enemy wishing to eliminate a character who is clinging on to consciousness. In the first iteration of my Raiders of Shrieking Peak playthrough, in the second encounter against the minotaur elites, the PCs were dropped to 0 Hit Points exactly 12 times during that single battle before finally TPKing. A four-PC party dropping to 0 Hit Points no less than a dozen times in a single battle, thanks to the whack-a-mole effect, is completely absurd! The dying rules could use some sort of defense buffer that discourages enemies from attacking a recently-downed PC.

Again, I am sorry for the lack of updates, and I will try to make up for it.


I must say, you have a crazy schedule and your players have the worst of luck. I mean, the system is swingy, but dang, those are some depressing numbers.
Looking forward to your reports, but look to your health first.


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Colette Brunel wrote:
The fourth battle was against a group of gnolls by a precipice. The fight opened up with the gnolls' leader shoving the paladin off a cliff, the paladin failing to Catch an Edge, the paladin plummeting downwards (albeit softened by a Feather Fall from the druid), and the gnolls' leader critically Demoralizing the druid. The party surrendered from there, and we ended the adventure.

This is because monsters are overtuned. Their attack bonus are too high, but their skills are especially too high. My BEST skill at that level is +9, why is his +11?? Why are the monsters so much better than our best PCs??

In your case, his Athletics and Intimidate skills were too high and made those situations possible. Oh man, I'm glad I didn't use Demoralize with the manticore, but then again it works only within 30', my manticore stayed at 70'.

I had the overhang go 15' deep, so it would have been fairly hard to push my PCs off the cliff. This is what happens when designers don't include maps, you get a LOT of table variation.

I only have one group going through Pale Mountain and this was a very hard fight for them as well, it made us rest for the day. If I used Intimidate+Demoralize with that absurd bonus, they probably would have TPKed.

Water elemental almost TPKed us and I didn't even play it right. The PCs are now resting, we've spent 7 hours (real time) and we're not even done yet.

"As it turns out, according to page 331, if multiple PCs are using the searching tactic, only the Searching PC with the highest Perception modifier gets to make a roll."

What? OK I was running it wrong too. I don't like this, at all.

It's very tempting to houserule at this point, but then it wouldn't be a good playtest.


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Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Those are some pretty scary numbers.

Counting out the 2 that left due to technical issues / scheduling, that means only 1 in 3 of the signed up players is enjoying it enough to keep playing - the rest either put off by the rulebook or the experience of play.

Colette - did any/many of them say what it was that was putting them off?


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Colette Brunel wrote:
This thread deserves somewhat of an update. I am recovering from a surgery I had last week, and it has been sapping my stamina to no end. The recent website downtime has also been making it difficult for me to keep myself updated on 2e. Thus, I am lacking in the motivation and focus necessary to write up reports.

We may often disagree, but I admire your capabilities as a playtester. I hope Paizo appreciates your reports too, because I find them exceptionally informative and well written. They indicate just how much effort you're putting into this.


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Thus far, I have run two iterations of The Lost Star, two iterations of In Pale Mountain's Shadow, two iterations of The Rose Street Revenge, and two iterations of Raiders of Shrieking Peak.

I am really quite behind on updating my campaign journal. I am missing reports for five whole sessions: one for In Pale Mountain's Shadow, two for The Rose Street Revenge, and two for Raiders of Shrieking Peak. I will do my absolute best to try to update the journal, though it is tough given my surgery recovery.

I would like to note that every single one of those playthroughs has ended in a TPK, and that both playthroughs of In Pale Mountain's Shadow involved two TPKs in this session. It is absolutely ridiculous how incompetent PCs are in this game against a GM who is ruthless in tactics.

It should also be noted that two of my Sunday players had flaked out on me during this latest session, Raiders of Shrieking Peak, so I had to create a fighter GMPC and a paladin GMPC. I did my best to play them, but it was not enough. The party TPKed to the second batch of minotaurs, just as the first party did. The new dying rules are still whack-a-mole.


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I cannot substantiate this claim, but I think the Whack-A-Mole quality of gameplay has more to do with every NPC being significantly overtuned for it's level. Even on paper, your average PC is just too easy for your average NPC to drop.
The way healing interacts with dying does allow for it, but the penalties (in combat time) for being dropped over and over are pretty severe; and I like it that way... The problem is Criticals are terribly swingy in this edition, and in favor of the NPCs (who often have statistics equal to or better than the best PC).


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Colette Brunel wrote:
The new dying rules are still whack-a-mole.

Yes and no. It's no more whack-a-mole than PF1 was, and I think PF1 is a great game. In PF1, if you get healed you regain consciousness. It was never a problem.

The problem is PCs are getting dropped too often. I've never had a PF1 game (in 10 years) where the PCs were dropped as much as it happens in any PF2 playtest so far.

But yeah, it's whack-a-mole in the sense that magic healing helps you regain consciousness and it's hard to kill a downed PC. My PCs were dropped 31(!) times during our Pale Mountain session and it was only possible because magical healing. Then again, without magical healing, the PCs would be dead. And if the PCs kept the Dying condition when the regained consciousness, they would also be dead (because opponent's would immediately hit them down again).

I was good about imposing the slowed condition, but I kept on forgetting to implement Slow 2+ when they were Dying 2+. Then again, they needed all the help they could get.

I think they should remove ranged single target healing. We have ranged Stabilize, I think that's enough if you want to save a PCs life. I think touch healing is where the heart of this game is, ranged healing is D&D 5E. Yes that makes it harder but I think it will be better.

Mostly, the monsters need to be toned down though in terms of attack and skill bonuses.


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DerNils wrote:
your players have the worst of luck

Not the OP, but it wasn't lack of luck for us. The rolls were pretty average: it's just that often those 'average' rolls crits far more often for monsters than players even though the numbers rolled where about the same.

DerNils wrote:
those are some depressing numbers

Myself, I lost the other 3 players in my group and the DM...

JulianW wrote:
Colette - did any/many of them say what it was that was putting them off?

I know for my group it was that the games were pure meat grinders. No matter what we did, the bad guys were just better and we spent more time on the ground than fighting. It kinda felt like we were sidekicks fighting supervillians: some Jimmy Olsens fighting Darkseids... By the end it was more like work than playing a game. It never felt like 'heroic combat' even in our best fights but more 'the bad guys happened to get 'unlucky'. Then add skill use in: ended up destroying lock picks, gave up and chopped down the door...

To quote a leaving player: "childbirth was less painful that playing this." :P

Silver Crusade

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Personally, I think the +10 crit success/-10 crit failure rules are the culprit, along with slightly overtuned monsters.

I also think critical failures on skills should have to be confirmed. I find the frequency of them disruptive.


Cantriped wrote:
Colette Brunel wrote:
This thread deserves somewhat of an update. I am recovering from a surgery I had last week, and it has been sapping my stamina to no end. The recent website downtime has also been making it difficult for me to keep myself updated on 2e. Thus, I am lacking in the motivation and focus necessary to write up reports.
We may often disagree, but I admire your capabilities as a playtester. I hope Paizo appreciates your reports too, because I find them exceptionally informative and well written. They indicate just how much effort you're putting into this.

I'd also like to compliment your determination.

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