Why so much Confusion?


Doomsday Dawn Game Master Feedback


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Just finished GMing the last part of Doomsday Dawn and one thing all my players agreed on, was that there was way too much Confusion (spells or traps or similar) throughout all the parts that dispensed confusion. We're all wondering why did it feature so high in the playtest? Why so many ways to get long duration confusion. People hated it and it seemed very repetitive.


Good question. Could have been oversight, like it seemed like a good idea for each individual thing in isolation but then they didn't realize how it was all together.

Or maybe deliberate, among other things Confusion is used to represent Insanity in PF sometimes and maybe other mental whacking stuff, and the Dark Tapestry stuff gets all esoteric and incomprehensible and abberationny and crap so maybe that's part of it.


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I think its a way to try and create Cthulhuesque horror. A mood thing, in other words.


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Remember: that specifically a confused creature will attack the thing that last attacked them. So you aren't entirely useless in a fight if you do get attacked. We almost missed that rule during our playtests.


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Yup, all my players were aware of that facet -- to the point of sometimes the non-confused party members attacking their confused party members to at least ensure the attacks went against people who could take the attack. (and move/maneuvering to minimize the effectiveness of said attacks).

But we had multiple fights with long duration confusion effects on 1-2 people throughout almost all of Doomsday Dawn. And people were thoroughly sick of it. No question on the surveys seemed to be targeting "is confusion broken" so I don't understand why it was such a revisited topic. The playtest scenarios already did a lot (IMO) of sacrificing story/theme for playtest purposes, so I don't buy "but dominion/alien things are confusing" as the reason.


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Speaking as one of the players in NielsenE's campaign, I will say I was incredibly sick of rolling a d4 every round to figure out if I was going to get to play the game or not. It was incredibly unpleasant, and I really hope there's some actual playtesting justification for it. If not, then all it accomplished was making the game less fun.


It's very cthulu-esque to have a lot of confusion especially when dealing with the mind-quakes as well.

I can see it being annoying outside of combat (almost had the barbarian in part 2 wipe the whole party after looking in the mirror. That was fun though) but in combat as long as something hit you between your last turn and this one you attack that creature. If that hasn't happened then you roll the d4.

But if you are already in a creature's face it has no reason to ignore you to force the 1d4 roll. Because the creatures don't have the knowledge that if they ignore you there's a 50% chance you don't try to attack it.


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PsychicPixel wrote:

It's very cthulu-esque to have a lot of confusion especially when dealing with the mind-quakes as well.

I can see it being annoying outside of combat (almost had the barbarian in part 2 wipe the whole party after looking in the mirror. That was fun though) but in combat as long as something hit you between your last turn and this one you attack that creature. If that hasn't happened then you roll the d4.

But if you are already in a creature's face it has no reason to ignore you to force the 1d4 roll. Because the creatures don't have the knowledge that if they ignore you there's a 50% chance you don't try to attack it.

FWIW, in my experience several of the confused characters were casters or other ranged types who were not sitting around getting hit by an opponent.


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I'll admit I was looking forward to you meteor swarming the party.....


Lol when I read the OP for some reason I thought it was referring specifically to Part 7. I've actually run through Parts 1-6 and could count the number of times I've had a player afflicted successfully with Confusion on 1 hand, and the number of times something tried to confuse them on 2. I wonder where the variance is.


The random die roll every round does make confusion annoying. And then there are those Permanent Confusion effects which pop up in part 7. That will get very old, very quickly. Maybe confusion should get a new mechanic. What would be better, I don't know.


It's probably a combination of the Dark Tapestry Monsters use Confusoin a lot (to Show mind warping) and by picking them specifically you get an awful lot of it. It IS annoying, almost any "you don't get to Play" mechanic is.


On the permanent confusion effects, it slips my mind but can those be Dispelled?

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