PF2, PFS and Quality of Life.


Pathfinder Society Scenario Feedback

Scarab Sages

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Had a chance to play through Rose Street this weekend and would like to put my thoughts out there. Overall, I think it does a good job of explaining the modes of play that will matter in PFS and gave a pretty good explanation of how things work. More or less, it felt like a PFS scenario but with a few glaring exceptions. I'm worried these exceptions will make PFS a less fun experience going forward.

First is how magic items and identification is handled. Because identification takes an hour, in most scenarios they'll be relegated to gold/silver on the chronicle and play no role in the scenario. Even with quick identification, you're looking at a pretty hefty amount of time to ID loot. In PF1 many scenarios often reward the players with items that will be useful later in the scenario. Unless its handed over by an NPC, loot will not matter in this model if the scenario has any amount of time pressure in the story.

While Quick Identification can alleviate this problem to some extent it takes a long time to get there and with few exceptions is unavailable to 1st level characters and moderate hauls will still take over an hour (in-game time)for most levels of play. My overall impression is that magic items as in-scenario tools will be limited as a narrative device and I worry that this will harm the diversity of scenarios.

The second problem is healing. While clerics are super duper good at it, nobody else is even okay it. While Rose Street is broken up into quests, it made me think that without a cleric or an ability to identify items like potions in a reasonable time, PFS scenarios will be much harder. While we know Paizo is trying to get away from the Holy Stick, doing so has brought us back a state of always needing a cleric. Given the fluid composition of PFS tables, you can't always guarantee one. If Alchemists could be de-coupled from resonance in some way, they may make a good healer as well giving players a non-religious healer. As someone who regularly plays support characters, I'd certainly appreciate that.


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I imagine the typical PFS table will consist of 4 clerics, as nobody wants to risk being in a game without one...


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zeonsghost wrote:
First is how magic items and identification is handled. Because identification takes an hour, in most scenarios they'll be relegated to gold/silver on the chronicle and play no role in the scenario.

Yes, identifying magic items take too long now. It should be 10 minutes as a base (1 minute with a feat) and even that would substantially increase the game day.

Detect Magic is completely broken with it detecting only the "presence" of (unknown) magic in a 30' aura.

zeonsghost wrote:
If Alchemists could be de-coupled from resonance in some way, they may make a good healer as well giving players a non-religious healer.

Alchemists should definitely use the spell point mechanic and instead of having INT mod spell points, it should be level + mod.

zeonsghost wrote:
The second problem is healing. While clerics are super duper good at it, nobody else is even okay it. While we know Paizo is trying to get away from the Holy Stick, doing so has brought us back a state of always needing a cleric.

I'm not sure what they are going to do.

If this is how it's going to go in PF2, I will be playing as much PF1 as possible and will probably even try 5E, something I said I'd never do.


Mudfoot wrote:
I imagine the typical PFS table will consist of 4 clerics, as nobody wants to risk being in a game without one...

That will be the 1st question at every table "who's going to play the cleric". I'm not looking forward to this.


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A bit less Doom and Gloom, guys. This is what the playtest is there for, to balance all the options. I do believe that we will get serious buffs to Alchemist, Angel Blood Sorcerers and maybe even plant Druids and Paladins.

And I have hopes for Medicine getting better as well, like making Combat Medic simply a trained skill use and reducing your Chance to kill the guy you try to help.


Jason S wrote:
Mudfoot wrote:
I imagine the typical PFS table will consist of 4 clerics, as nobody wants to risk being in a game without one...

That will be the 1st question at every table "who's going to play the cleric". I'm not looking forward to this.

Mileage may vary but I can see my own local PFS pushing the "new players" to roll up Cleric.

Scarab Sages

DerNils wrote:

A bit less Doom and Gloom, guys. This is what the playtest is there for, to balance all the options. I do believe that we will get serious buffs to Alchemist, Angel Blood Sorcerers and maybe even plant Druids and Paladins.

And I have hopes for Medicine getting better as well, like making Combat Medic simply a trained skill use and reducing your Chance to kill the guy you try to help.

I can't speak for others posting, but I wouldn't describe myself as "doom and gloom". I had fun playing it for the most part, however these two things are bad for the game as it relates to PFS play.

I think all the things you list would be good things to change to get away from mandatory cleric (which is where we're at), but we're not there yet. Thus, feedback. I think the idea of an alchemist as a primary healer is interesting if done correctly.


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DerNils wrote:
A bit less Doom and Gloom, guys. This is what the playtest is there for, to balance all the options.

Thing is, there are only a few months left before the game is finalized and to me, we're not polishing the game, it's still quite rough. And when corrections are made, something else is broken.

Even things as minor as not having archer rangers or smiting paladins, I'm not sure why these decisions were made, but they are not good decisions.

Scarab Sages

Jason S wrote:
DerNils wrote:
A bit less Doom and Gloom, guys. This is what the playtest is there for, to balance all the options.

Thing is, there are only a few months left before the game is finalized and to me, we're not polishing the game, it's still quite rough. And when corrections are made, something else is broken.

Even things as minor as not having archer rangers or smiting paladins, I'm not sure why these decisions were made, but they are not good decisions.

My hope with some of the "duh" choices like archer ranger and smiting Paladins is that they were so "duh" that they wanted to test other options.

I think one of the reasons they're calling it a "playtest" vs. a Beta is that there's a lot things in this that feel like they're designed to test. This isn't a coherent game in a lot of ways (flails wildly at Alchemist). I'm hoping that's because they want to see what strange thoughts they've had work rather than the actual in-office test system they've been using.


And let's not forget there is a specific Healer-Test Slot coming up with Sombrefell Hall.
I am totally with you that currently the Cleric trumps anything and we need to cahgne that to have fun and balanced tables. I just can be very negative sometimes and try to cheer up a bit. That's also why I mentioned here to be more positive to avoid jumping to conclusions like
"everybody will be a cleric" or "the new guys will be forced to cleric it up".
No attack on the original Posters intended, I just feel this Kind of comment to be not constructive at this stage. Totally on board with the initial post.


Hiding how we feel won't help either. If we don't express how we feel, they go away thinking everyone is satisfied.

Even worse, if we say nothing the game doesn't improve. I'm not sure if you're in business, but businesses (like mine), we value customer input more than anything, because honestly, it's hard to get that input. More often than not, a customer will leave your business for another, or another alternative. It's very hard to get them to tell you anything, let alone how you can improve. It hurts, it sucks, but if you're willing to listen and care, you'll be good at what you do.


I am actually in Quality, so I am very aware how Customer Feedback works :) I don't want to silence anybody here, sorry if it came across like that. This is more to the tune of "this doesn't work, this is how I could imagine improving it".
Just giving a flat "this will destroy Society Play" may come true, but isn't as useful as constructive feedback based on Facts, like Zeonsghosts initial post and your . It also makes it likelier to be read by the Devs, who do not care about scrolling through pages of repeated unspecified complaints while searching for the actual meat of the issue, as stated in the Sticky "How to make your voice heard by Paizo".

TL/DR
Didn't want to offend anyone, just wanted to say that "This is how it's going to be and its bad" is less constructive than "this is how it works today, this makes me feel bad, please consider XXX"


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So far, I have played an alchemist in the pt2 Doomsday Dawn. I like much of its mechanics that I understood. My current complaint is the "infused" trait on the alchemist's daily alchemy items. I can see these alchemy items are only useful for the day they are prepared, but the potions should not require party members to spend resonance to use them. This purely defeats utility-based potions the alchemist can brew. These potions, poisons, and bombs burn up the alchemist's resonance point pool to produce, and therefore are equivalent to a caster's spell slots and spell points. These infused alchemy items should not require the rest of the party to spend resonance points to use them. It is a class feature of the alchemist much like a class feature for any caster to be able to cast enhancement spells on other players.


I'm not sure if I cheated or not as I have to use a screenreader to read the PDFs; that being said, I had a lvl 1 druid who was a decent enough healer as my level 1 slots were two "Heal spell"s. I only once exhausted the options, and that was in *SPOILERS* the sewers fighting kobolds. What was the composition of your party, Xeonsghost?


Jason S wrote:
Mudfoot wrote:
I imagine the typical PFS table will consist of 4 clerics, as nobody wants to risk being in a game without one...

That will be the 1st question at every table "who's going to play the cleric". I'm not looking forward to this.

Or PFS could allow a GM to always run a NPC cleric - even if the table has four or more players.

Kyra could have pregen versions for ever level from 1 to 12. Then the GM select the Pregen that most closely matches the subtier or party APL.

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