| Fuzzypaws |
Players are explicitly not allowed to pick uncommon or rare spells, items, etc unless they are granted by a class feature, as a drop in an adventure, or by GM fiat. The adventures in Doomsday Dawn have very little in the way of uncommon or rare drops, even for spell scrolls. The guidelines for character creation do not authorize uncommon or rare spells or other options, with like one exception in Pale Mountain for uncommon languages.
How is a group supposed to playtest and give in-play feedback on all the magic etc that has been rendered uncommon and thus off limits? I personally hate the rarity system, but I am actually trying to playtest by the book to the best of my understanding of RAW. Should I let players pick from all options, is that allowed?
| dragonhunterq |
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I don't think it's expressly covered by the playtest - it is GM discretion. There is nothing saying you can't grant access.
We are running two playtests locally with me GMing full access to all uncommon/rare and another GM not allowing any uncommon/rare unless permitted specifically.
I am also not a fan.
| thenobledrake |
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A significant part of play-testing the rarity system is specifically seeing what the game plays like when those options aren't involved (many of the spells that have been made uncommon or rare are ones previously considered so good as to be everyone's first choices, or so potent that some GMs would ban them so they didn't have to deal with how they affect the game).
| David knott 242 |
The PFS playtest scenarios had guidelines for letting players pick a single uncommon item when equipping their 5th level and higher PCs. Are there no similar guidelines in Doomsday Dawn?
Adding such guidelines to a couple of the higher level scenarios might be a good idea.