Circus Show analysis


Extinction Curse


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Cyprion wrote:

The first circus performance starts with 15 anticipation, but i wonder if this was meant to be 10. I don't think the PCs have any chance to generate 15 excitement (could this be intentional?). If you want to give them approx 50/50 chance in this first performance I suggest lowering starting anticipation to 11, or making a net +4 excitement from random events likely.

Here's the math to maximise expected excitement generation:

Use trick DC 15

1st trick attempt, Bonus +7
65% success x +1 exite = 0.65
30% fail x 0 exite = 0
5% crit fail x -1 exite = -0.05
Total: 0.6

2nd attempt, Bonus +2
40% success x +1 exite = 0.4
60% fail or crit fail x +1 excite because you should send in clowns on failed attempts = 0.6
Total: 1.0

3rd attempt is a negative expected value, even with an agile trick, so never attempt.

Result:
Over 7 tricks that's an expected total of only about 11. I skipped over some things, but i think their net effect would make the result worse, such as:
- you can only send clowns 4 times
- crit success raises anticipation, at level 1 this means you get no closer to success
- PCs could be assisting each other for a +1 on 4 trick attempts total. I estimate this balances the negatives somewhat.
- Agile tricks will help, but not enough to make the 3rd attempt a net positive

Notice that you can't even get to 15 if you always skip attempt #3 of your trick (2 attempts x 7 tricks = 14), which we did because it's optimal for expected value. To get 15 you have to accept a lower expected value.

I modeled this in excel trying to account for the stuff i didn't include above, and in no case could I turn up a success:
100 attempts w/non agile tricks yielded an average 9.5 excitement, highest was 14
100 attempts with agile tricks yielded an average 10.1 excitement, highest was 13
100 attempts with +8 bonuses, +1 circumstance every roll, and agile tricks yielded an average 11.0, highest was 14

I'll begin by copying in Cyprion's commendable initial analysis from the main thread.


More generally, I note with some surprise that the show success mechanism doesn't use the core rules.

This likely means it won't be nearly as robust. One indication is that already from the start, the system doesn't allow level 1 performers to reach Anticipation 15.

More generally, I'm fine with a loose system that basically manages to keep the players amused for a while, and then, when it falls apart at higher levels, is abandoned. At that time, the novelty of playing out the circus shows have likely faded anyway.

But still, I wonder why the module didn't use the existing CRB mechanisms for generating income.

I have so many questions :)

Why is the DC of circus tricks based on the performer's level? Shouldn't the performer be able to select a trick level that suits the audience?

To me it would have made sense that anticipation was a level that you, the ringmasters, set, and this then sets the trick DC...

...and also sets the income earned (for the circus).

In this scenario, excitement gets replaced by a standard set of success criteria. Each time a trick check succeeds, that counts towards the total show success.

Maybe 10 trick successes for a basic show success, and 15 trick successes for a critical show success.

The numbers here I haven't crunched. Since each performer can choose to attempt 1, 2, 3, or even 4 trick checks (with the feat) the circus can then basically go for either near-assured success at a lower ambition level, or a riskier shot at a higher ambition level.

The show's prestige would still compel the circus to attempt ever-higher ambition levels.

Even before hashing out the details I feel such a system would be more robust, just by virtue of using the CRB rules for skill checks and income earned.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I do generally like the system as designed. The circus is kind of it's own self-contained little character.

The system doesn't provide PC income, but the AP says to give 5g after the first performance. At 1.25g/PC that's 6 days of lvl 1 Trained income from the Earn an Income activity. This seems appropriate. You could give earned income success/failure amounts based on their trick performance for the day. And if they help to promote, give them the same for those promotion days. The performance awards for the circus would be a totally separate pot.


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I believe I have concluded my first round of thinking, given Cyprion's and SkylerJB's excellent contributions.

* I've given purpose to the different Acts of the show (Act significance).
* I've added the concept of sideshows.
* I've provided a reason to switch trick checks using an Act (including the NPCs that start with two trick checks, as well as higher-level PCs).
* I have added a new non-performing role (Mascot)
* I've leveled up two NPC performers.

Act significance
Successful Opener: The DC for every trick check during the remaining three Acts is reduced by 1.
Successful Build-Up: Choose either of the two tricks performed. Additional Anticipation equal to the chosen trick level is added to the circus’s total Anticipation for the show. The performer of the subsequent Big Number trick gains a one-time bonus equal to half the chosen trick's level (round up) on the initial trick check of his or her performance.
Successful Big Number: Additional Excitement equal to the trick level is added to the circus’s total Excitement for the show.
Successful Finale: Choose one trick performed that has the audience and team traits. Additional Excitement equal to half the chosen trick's level (round up) is added to the circus’s total Excitement for the show. The same amount is added to the next show's pre-Show Excitement.

An act is considered successful if its performer(s) score more trick check successes than failures, and no critical failures not mitigated by either scoring a Critical success in the act or Sending in the Clowns.

Sideshows and pre-Show Excitement
Sideshows: Every circus needs its selection of diversions and to keep the waiting crowds amused and fed. Collectively, the sideshows supply pre-Show Excitement equal to half the Circus' Prestige (round up) while in running order.

Switching Trick Checks
Perform a Trick action: Each time you switch to a new trick check you haven't used earlier in the act, you generate additional Excitement equal to a quarter of the trick's level (rounded up), regardless of whether you succeed or fail.

Non-Performing Roles
Mascot: The Mascot may choose to re-roll one result of 1 through 11 on Table 3: Random Circus Events; the second result is final.

Higher starting level for two NPC performers
2nd level NPC performers: Any performer with two trick checks would be appropriate for this upgrade. I chose The Feather-Fall Five (the Kanbali Family) and Mordaine the Magician. Increase their level, their DC and their skill bonuses by 1, respectively.

* Act significance: I have nothing to add to SkylerJB's excellent reasoning here. I've just crunched the numbers a bit.
* The main reason for sideshows is to be able to flesh out the circus and feature more NPCs. A partial reason is to provide a crucial bonus to Excitement.
* Switching trick checks using an Act: again, SkylerJB said it: "Otherwise I see no reason for an NPC or a higher level PC to use their lower bonus checks".
* Mascot non-performing role: some random events are simply too much for a fledgling circus. Getting Overflowing Crowd as your very first Random Event is utterly devastating.
* 2nd level NPC performers: this greatly increases the chance of reaching 15 Excitement (and thus having a successful Show).


The sideshows will add 1 pre-Show Excitement. Plus: soapy drama and conflict - note the sideshows must "be in working order" :-D

Each of the two 2nd level NPCs will generate 2 Excitement (instead of 1) on every successful trick check.

Each NPC performer with a second trick check can generate 1 Excitement automatically by switching (using both).

Selecting a level 1 performer for a successful Build-Up but a level 2 performer for a successful Big Number also squeezes out an extra Excitement.

While this does mean the NPC performers (except Axel) will likely sport a higher expected average than a PC performer, it mainly gives the circus a fair shot at success (provided the level 2 NPCs get to perform) without relying on either the scripted challenges nor crutches like lowering the starting Anticipation.

I will likely come up with one or two extra scripted challenges where NPC performers will be unable to use both their trick checks, paving the way for PCs to replace them (even for maths-inclined players). Plus: soapy drama and conflict :-D

By my calculations, the Excitement output at higher levels won't be significantly increased.


I'm pretty sure the NPC acts are supposed to be level 4. As they all have a second check, which is a level thing.

I feel like that rules contradict what I'm given and they should likely be level 4.

Just add 3 to all checks, the DC becomes 19 instead of 15 and the totals make more sense.


Ryndar79 wrote:

I'm pretty sure the NPC acts are supposed to be level 4. As they all have a second check, which is a level thing.

I feel like that rules contradict what I'm given and they should likely be level 4.

Actually the rules say (p62):

"NPC tricks have different restrictions than PC tricks"

"NPC tricks may have any number of trick traits and
types of trick checks; these are not limited by their
level, as PC tricks are."

So there is no contradiction and 1st level NPCs can have tricks with multiple traits and checks just fine.

Cheers

Developer

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Zapp wrote:
Ryndar79 wrote:

I'm pretty sure the NPC acts are supposed to be level 4. As they all have a second check, which is a level thing.

I feel like that rules contradict what I'm given and they should likely be level 4.

Actually the rules say (p62):

"NPC tricks have different restrictions than PC tricks"

"NPC tricks may have any number of trick traits and
types of trick checks; these are not limited by their
level, as PC tricks are."

So there is no contradiction and 1st level NPCs can have tricks with multiple traits and checks just fine.

Cheers

This is correct. Starting in the second adventure, the heroes will meet potential circus performers with lots of traits, of types (and numbers) that the heroes can't yet take. Getting these people to join the circus (or teach you their trick) is how the characters can get tricks with those traits.

Here's an example. Let's say you're an alchemist, and your signature trick is juggling your bombs so they explode in the air. Neat! You can use Acrobatics, or a Reflex save, or whatever. You decide your trick has the Fire trait, or maybe the Agile trait. (It might also have to take the Injury trait, if you're using your Reflex save for it). You see there's an Alchemical trait, which is really appealing, but it's not part of your initial options.

In the second adventure, say, you meet an NPC who performs with fireworks, and that NPC trick has the Alchemical trait. You'll want to have that NPC join your circus--or at least teach your hero a few things--so you can get the Alchemical trait, too.

Because the NPCs are "trait teachers" in this way, they sometimes have more traits than the heroes do.

You'll note that the starting 6 circus acts have already "taught" the heroes everything they know, in that their traits (Agile, Animal, Fire, and Water) comprise the starting trait options for the heroes.


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Zapp wrote:

I believe I have concluded my first round of thinking, given Cyprion's and SkylerJB's excellent contributions.

Etc

Honestly was so immensely useful and found it led to more puzzling with regards to the switching trick checks and act significance. I did snip the Higher Starting Level part, and honestly the players smashed the first performance so thoroughly with a critical success I think it was wise. We had both a Backup Clown and a Clown Coordinator, and the clowns got so much use I think they spent more time on the show floor than anyone else. That said, everyone was laughing about how much they saved the day so it's not a bad thing.

Thank you for these optional rules, definitely getting some use out of them.


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Honestly I'm probably going to completely redo the circus rules for my home table. Don't have anyone written down just yet, just spit balling for the moment.

The fact there is no way for an MC/Ringmaster to contribute, nor a way for anyone in the side show to help out either both seem serious omissions.

Beyond that I'm not a big fan of the trick traits, it feels like I have to tell my players that they are not allowed to play the performers they want to. I might keep a few as optional to modify tricks, such as injury or team, but otherwise have them pick a couple of checks that make sense for the trick they want to do, and both checks will be required for each trick, not just one.


Riobux wrote:
Thank you for these optional rules, definitely getting some use out of them.

Wow, thank you so much :)

Uchuujin wrote:
The fact there is no way for an MC/Ringmaster to contribute, nor a way for anyone in the side show to help out either both seem serious omissions.

You could add a new non-performing role - I did: I added the "Mascot" npr to give the party a reroll on the random events table.

Quote:
Beyond that I'm not a big fan of the trick traits, it feels like I have to tell my players that they are not allowed to play the performers they want to.

It's important to realize you don't have to have a trait in order to do a particular performance. You can totally allow an Alchemist to pull off alchem-y circus tricks even though the alchemy trait isn't among those available at campaign start. All it means to not have the trait is that you will have to do without its mechanical implications.

Quote:
I might keep a few as optional to modify tricks, such as injury or team, but otherwise have them pick a couple of checks that make sense for the trick they want to do, and both checks will be required for each trick, not just one.

The rules already expect you to pick a check that makes sense. There is no hard rules that say you must use skill A for trick B.

If you wish to feature a mechanical benefit to two-check tricks (such as the ones possessed by NPCs, or maybe even PCs if that's where you want to go), I offer one possible houserule suggestion over in the Circus Analysis thread :)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As I mentioned in the GM Reference thread:

Quote:

I believe one of the "optimal" solutions for generating 15 Excitement with the first show includes the following:

1) Three PCs taking the Animal Handler (+2 on all trick checks with the animal trait, such as Axel and Eliza; note that this is in addition to the bonus for Costar), Backup Clown (can Send in the Clowns twice per act), and Pyrotechnic (tricks with the fire trait, such as the Flamboni Sisters, generate double Excitement) non-performer roles.

2) At least one of the PC tricks having the fire trait to also benefit from the Pyrotechnic non-performer role.

3) The Dwarven Throwers should probably be the big number, as they have the highest trick check (Athletics +10).

4) Convincing Axel to perform.

5) Persuading the Kanbali family to perform without a net. You may also want to allow a PC that can cast feather fall substitute the spell for an injury check (automatic success) on a failure (this may be in place of the Costar reaction).

6) Convincing Mordaine to perform other than as the big number (or letting her perform as the big number).

7) Dealing with the Troublesome Gamblers and Drunken Brawlers challenges without resorting to lethal damage.

8) Dealing with the Snakes in the Stands challenge swiftly.

9) Each performance (except for one of the three in the finale) takes two checks and Send in the Clowns on a second check failure (or for both failures in the opener and big number). The Backup Clown is probably the most important non-performer role!

Maximum possible Excitement (assuming the Flamboni Sisters and the PC trick with the fire trait fail the second check and need to Send in The Clowns for 1 Excitement instead of 2, plus gaining the +3 from the Kanbali and snake challenges) = 18. Tough, but doable.

The most important elements are: 1) PCs in the Back Up Clown and Pyrotechnic non-performer roles and 2) at least one PC performance with the Flame trait (to gain the double Excitement from Pyrotechnic).


Dragonchess Player, I don't think your optimal solution works as well as you think.

The opener and big number can only send in the clowns once unless there is also a clown coordinator, as there are not enough actions to perform twice and send in the clowns twice.


I'm still a bit confused with some of the circus rules. I've tried to piece things together through threads here, but I still have some questions. I don't mind some level of unbalance, and definitely don't want to encourage my PCs to metagame, but I plan on tying the circus more into the story so I'd like to have a stabler base. I want to understand the reasoning behind things that seem unbalanced before I try and change them.

A) Why would you want to use a lower skill check? Maybe if you want to avoid a critical success? Additional Circus Trick does give an amazing bonus, but
B) Why would you choose a saving throw and chance injury? There's also no traits that give bonuses to injury checks. I guess early on you'll have an expert save and not skill, but that evens out fairly soon?
C) Non-performer roles are pretty unbalanced. Animal Handler gives a +2, a second perform, and negates an event; while Costumer only gives a +1. Pyrotechnic seems incredibly powerful later on, and could be extremely powerful. I realize the GM can make extra roles using these as baseline, but there's a wide baseline there.
D) The Team trait is compulsory, but...doesn't do anything. No events, upgrades, or non-performers affect it.

I love the idea of this campaign, I just want to polish it up a touch more before game time.


My two cents:

A) I can find no reason. If this bothers you, you need to invent a mechanism that encourages PCs and NPCs to use their second skill. I have done so myself - see "Switching Circus Tricks" earlier in this very thread.

PS. ...but what? (What about Additional Circus Trick?)

B) I can find no reason. Other than story, that is. That is, not having mechanics is fine if you use it for storytelling purposes. As heroes level up, encourage them to add evermore outrageous details to their tricks, and try getting them to agree the increased risk warrants the injury trait.

If they can't bring themselves to "nerf" their tricks for "no reason", that's another story. You are correct the adventure doesn't help you here.

C) Everything suggests the circus rules simply aren't made with the same stringency as the regular rules. Your best bet is to... simply not minmax them, and instead make up fun trick descriptions without regard to what's optimal. At the very least you should be able to get your players to agree that a circus that ONLY does animal tricks comes across as less varied and fantastical than a circus with a large variety of completely different tricks.

D) I've read through the first four installments of Extinction Curse, and I haven't found a use for Team either. At least it doesn't cost anything.

You might find the following interesting in the context of analyzing the circus rules, so in the interest of completeness let's add point E:

E) You probably think the scores of Anticipation and Excitement will climb steadily as the circus levels up (I certainly did). For instance, the tent expansions suggest this. However, there is (as of installment 4) no mechanical reason to actually do so. Here is my own attempt to ameliorate this: https://paizo.com/threads/rzs42woq?3-Lifes-Long-Shadows#10.


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Thanks Zapp! Those are good points.

(As an aside: my "but" for Additional Circus Trick was supposed to be "but if the players don't want to spend a whole general feat on it, that whole thing is kinda wasted)

Personally, I love that the circus rules are less strict than the regular rules, I love the inspiration they give for telling an awesome story... but, well, this is pathfinder. At the very least, my players are playing it because they like stricter rules. I'm going to make some alterations to certain roles to bring them to a bit more of a baseline.

Something I've been thinking about; the skill-based traits are slightly stifling to creativity. One of my PCs, a sandstrider lizardfolk (ie fire resistant) who wants to use Athletics on a Fire trick to represent their history of escaping a firey temple as a child. The issue being, they're also the sweetest person ever, and does not have Intimidation (the Fire trick's bonus) at all. So -while the circus rules are meant to be fluffy- that does end up punishing him for running with great backstory, something I'd normally want to encourage.

- My first instinct for a change would be to change all Skill Traits (for lack of a better term) to instead grant +1 circumstance with their first trick check, no matter what it is, representing the NPCs' teachings with the material.
-- Now one issue is that there's no real benefit to unlocking new Skill Traits with new NPCs, and my songstress PC might as well add fire to her trick for all the benefits it gets.
To potentially solve that, all Skill Traits are unlocked at the outset (so my songstress can pick Musical). Picking up a second Skill Trait grants a +1 circ to their second trick check, and so on for third.
-- Now the issue is that unlocking NPCs gives less benefits, except for unlocking Alchemical, Dance, Emotion, Magical, and Time. For this, we could edit a couple traits to no longer be Skill Traits. By doing this, we also devalue some NPCs, but those can be changed.

  • Prop is now similar to Alchemical, and must be crafted/maintained before the show with an appropriate Crafting activity.
  • Alchemical and Prop now give +1 Excitement equal to half the item level, like magical for spell slots.
  • Audience now lets you distract from other tricks. One of your actions can be to Send in Clowns without using up this act's clown.
  • Beast now requires a friendly intelligent beast to be met (outside of the NPC trainer), and gives +1 Excitment equal to half the level of the beast? (This one is a little sus, as it depends on meeting beasts in the adventure, who'd join not as performers but as sidekicks to performers?)
  • New Trait: Slapstick. The trick is so silly that it's difficult to tell if it's gone wrong or not. This trick never loses Excitement for critical failures, though other effects still happen. (Unlocked by Fidget in Ch2, Pin Tingwheely in Ch3, maybe Keppip in Ch4?
  • New Trait: Versatile. The trick can be completed in a variety of ways. At the start of the trick, you can change one of your trick checks to a different check. (Not sure if this is useless, but allows you to quickly "retrain" your trick if your skills change a lot?) but maybe Evora in Ch2, Serpent Woman in Ch3?

    The exact teachers may need to be changed slightly for a steady dose of unlocking, but I don't feel like deep analyzing it right now.

    I'd definitely like to see what a general chart of the average anticipation/prestige looks like, and add in some more rewards for meeting those things in the book. In Ch3(?) you go to all these towns; could add more of a benefit for performing a successful Anticipation > X show, or penalties for not, like bonus/penalties for skill checks to interact with more people than the book suggests. Each of the towns has their own preferences (Matten Cleave likes alchemy, fire, and magic; Castinlee has easier promotion and likes animals, etc), so I'd like to expand on that more so variety is more important. I'd also like to design a couple additional show locales in a sorta "random encounter" setup, like a underground dwarven colony or a hidden pirate town that can be placed anywhere.

    (Tangentially, I'm also adding a New Skill Trait: Drag. The trick involves an exaggerated display of femininity or masculinity, or a mix of the two. Particularly loved in Turpin Rowe. Taught by a new NPC, Ms. Cast.)


  • IcedMik wrote:

    Something I've been thinking about; the skill-based traits are slightly stifling to creativity. One of my PCs, a sandstrider lizardfolk (ie fire resistant) who wants to use Athletics on a Fire trick to represent their history of escaping a firey temple as a child. The issue being, they're also the sweetest person ever, and does not have Intimidation (the Fire trick's bonus) at all. So -while the circus rules are meant to be fluffy- that does end up punishing him for running with great backstory, something I'd normally want to encourage.

    First off - the benefits of getting more circus traits are circumstantial at best. As in, you don't actually need 'em.

    Look at it more as an "collect them all" type of deal. You're probably better off suggesting that recruiting all of the circus NPCs should be fun and satisfying like a collector.

    A collector doesn't gain any particular benefit from "completing a set", he or she just does it because it feels satisfying, and because not doing it feels frustrating :)

    Also, please read Ron's replies. You can DEFINITELY have a character doing tricks with fire even if you don't have the Fire trait.

    He used Alchemy as his example: The ONLY difference between having recruited a NPC with Alchemy and not having done so, is the small bonus given. There certainly is nothing stopping you from still performing the exact same trick. You just don't get the small bonus conferred by having the trait.

    So this is definitely a case where you don't want your players to think that the absence of a +1 bonus means he or she is "punished".


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    Here's my writeup of changes I've made to the circus for my own game. I'd love some feedback on this!
    While as previously discussed, I know that the players shouldn't feel cheated if they want to take a certain trait but aren't great in the associated skill, the fact is I know my players want to enjoy the metagame as much as the roleplay. I want to make it more free for them.

    --
    General Rules
    I really don't like the critical rules. Mechanically they're interesting, but I definitely dislike the metagame of "we don't want to do too well, or they won't pay as much." For the purposes of my game, I'm removing critically succeeding shows entirely. Instead, the successful Payout equals (Payout + Final Anticipation + (One quarter of excess Excitement).

    While I enjoy the sideshows and act significance of Zapp's post above, I am not certain I'd use them, as they'd add a bit more in-game tracking than I'd like. However, I love the Switching Trick Checks.

    (Copied from Zapp's post above) Perform a Trick action: Each time you switch to a new trick check you haven't used earlier in the act, you generate additional Excitement equal to a quarter of the trick's level (rounded up), regardless of whether you succeed or fail.

    ---
    Trick Traits
    The goals of changing these traits are to allow more freedom with their trick choices. In addition, a number of the traits have been changed slightly to differentiate them mechanically, and hopefully make them more interesting.

    - Note: For all spellcasting/item tricks, the spells/items need not necessarily be of the indicated type, as long as they make sense. For example, the air bubble spell lacks the water trait, but would make sense to be used in a water trick; similarly a Feather Token (Tree) lacks the plant trait, but could work for a plant trick. For all fractions, assume round down, minimum 1. For all "on a success," assume critical successes count as well.

    Aerial: The trick involves flight by either magical or mundane means. You may increase the DC of your tricks by 2. If you do so and critically succeed, you may increase the Anticipation by a quarter of the Excitement gained (rounded up).

    Air: The trick involves the manipulation of mist, wind, or another prop with atmospheric properties. You may expend one spell slot to cast an air or electricity spell, or use an air or electricity consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item.

    Alchemical: As part of the trick, the performer can expend any one alchemical item in their possession. Upon doing so, the performer gains a +1 circumstance bonus to their trick check. This destroys the item.

    Agile: The penalty for performing an agile trick a second or third time in the same act is –4 or –8, respectively, instead of –5 or –10.

    Animal: The trick utilizes trained animals. Before you make your first action in an act, you must make a Command an Animal check with no action, at your trick's DC. On a success, you gain a +1 circumstance bonus to your trick checks for the rest of the show.

    Audience: The audience participates in the trick, and is particularly distracting. You can use the Send in Clowns action once this act without using up your clowns.

    Beast: The trick relies on intelligent beasts. If the performance succeeds, it generates an amount of Excitement equal to one quarter of the creature's level (rounded up).

    Dance: The trick involves dancing or choreographed movements. Circumstance bonuses to trick checks gained from performers using the Costar reaction stack. For example, if two other PCs successfully Costar with their ally and have the master proficiency rank in that trick check, the total circumstance bonus granted from the Costar reaction is +6 (rather than +3).

    Drag: The trick involves an exaggerated display of femininity or masculinity (or a mix of the two) and usually includes dramatic "reveals" mid-performance. If the performance succeeds, each additional trick you perform you may increase the Anticipation by a quarter of the Excitement gained (rounded up).

    Earth: The trick involves the use of mud, earth, or stone. You may expend one spell slot to cast an earth spell, or use an earth consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item.

    Emotion: The trick uses alchemical or magical effects to induce a powerful emotional response from the audience. A trick must have either the alchemical or magical trait in order to have the emotion trait. Whenever a performer succeeds at a trick check with the emotion trait, they can reduce the amount of Anticipation the trick generates however they wish, down to a minimum of 0 Anticipation.

    Fire: This trick involves fire, smoke, or pyrotechnics. You may expend one spell slot to cast a fire spell, or use an fire consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item.

    Injury*: Anytime a PC uses a saving throw for one of the trick checks, the trick has this trait. If an NPC or PC performing a trick with the injury trait critically fails any trick check, they have a chance of becoming injured. To determine if the performer is injured, roll a flat DC 15 check. On a failure, the performer becomes injured. An injured performer (whether PC or NPC) cannot perform tricks for the rest of the show. In addition, at the beginning of the next show, the injured performer must succeed at a flat DC 15 check to determine if they have recovered sufficiently to perform again. On a failure, the performer cannot perform in that show, either due to the lasting effects of the injury or due to fright of becoming injured again. A performer can miss only one show after the show in which they were injured. On subsequent shows, no check is necessary and the PC or NPC can once again perform as normal.

    Magical: The trick involves the use of magic. While Performing the Trick, the performer can expend one spell slot of any level. If the performance succeeds, the trick generates an additional amount of Excitement equal to the expended spell slot’s level.

    Musical: The trick involves musical cues or is somehow augmented by sound effects or music. When you succeed on a musical trick, you grant one other performer in your act +1 circumstance bonus to their trick checks. You can only provide this bonus to a specific performer once.

    Plant: The trick uses plants such as trees, flowers, or fungi, or uses magic that affects such plants. You may expend one spell slot to cast a plant spell, or use an plant consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item.

    Prop: The trick requires the use of some mundane prop or stage setup. Before you make your first action in an act, you must make a Craft check with no action, at your trick's DC. On a success, you gain a +1 circumstance bonus to your trick check for the rest of the show.

    Slapstick: The trick is so silly that it's difficult to tell if it's gone wrong or not. This trick never loses Excitement for critical failures, though other effects still happen.

    Team*: This trick requires more than one person. Anytime a PC performing a signature trick accepts the Costar reaction from a performer, the trick has this trait.

    Time: The trick involves distorting or altering time in some way. A performer whose trick has the time trait can perform that trick one additional time per act, taking a penalty to the fourth trick check equal to the penalty to the third trick check.

    Versatile. The trick can be completed in a variety of ways. Before you make your first action in an act, you may change one of your trick checks to a different check (potentially gaining or losing the Injury trait). In addition, Each time you switch to a new trick check you haven't used earlier in the act, you generate additional Excitement equal to a quarter of the trick's level (rounded up), regardless of whether you succeed or fail. [If you are using the Switching Trick Checks rules, this stacks]

    Water (Athletics): The trick features water as a primary component of its performance. You may expend one spell slot to cast an water spell, or use an water consumable item in their posession with (but not both). If a spell slot is used and the performance succeeds, the trick generates an additional amount of Excitement equal to the half the expended spell slot’s level. If an item is used and the performance succeeds the performer gains additional amount of Excitement equal to one quarter of the item's level (rounded up); this destroys the item.

    -----

    Non-Performer Roles
    A few of these have been removed because they are strangely unbalanced. I've added Zapp's Mascot, as well as a Stagehand to help provide things for the group.

    Backup Clown: Unchanged

    Bandleader: Unchanged

    Carnival Barker: Unchanged

    Clown Coordinator: Unchanged

    Lighting: Drag, Prop, and Slapstick tricks gain a +1 circumstance bonus to trick checks. The circus must have the spotlights permanent upgrade before a PC can choose the lighting role.

    Mascot: The Mascot may choose to re-roll one Random Circus Event; the second result is final. (Altered from Zapp's, allowing for larger tables)

    Medic: Unchanged

    Security Guard: Any rolls of hecklers or scalpers Random Events are negated and have no effect on the performance.

    Stagehand: For one trick check in a show, you may cast a spell or use an item with to grant it the respective bonus (for example, casting a fire spell to grant additional excitement), without the performer needing that action. In addition, the trick generates double Excitement.

    (Removed: Animal handler, costumer, pyrotechnics)

    ----
    Permanent Upgrades:
    Traits that don't have a bonus (or reduced DC) to their checks are now covered by a specific upgrade.

    Acoustics: Trick checks with the musical or audience traits gain a +1 circumstance bonus. After purchasing this upgrade, the bandleader role becomes available to PCs.

    Flooring: Unchanged

    Magic Infuser (Min prestige 5) : Trick checks with the magical trait, or checks in which a spell has been expended, gain a +1 circumstance bonus.

    Seating: Unchanged

    Spotlights: Unchanged

    Tent Expansions: Unchanged

    Watermarked Tickets: Unchanged
    ----

    Random Events: I'd definitely like to change these. I don't like that fire and aerial tricks are slightly nerfed, and earth tricks are slightly buffed; and as mentioned above the Overflowing Crowd trick can ruin the first show. However, looking at the adventure, it's unlikely the players are going to perform 20 performances over the campaign, so having a massive list is a little wasted. Plus, I'm a little lazy on this.

    ---
    Venues:
    I love how in Chapter 3, each of the places you can visit has special variants. I'd like to build a few more venues to use throughout the game with some more variants.

    Castinlee: Promote the Circus takes only 1.5 days. +1 on animal (ADDED: and beast) tricks
    Turpin Rowe: Adverts gain additional tier. +1 on injury (ADDED: and drag) tricks.
    Kerrick: (To my knowledge, this settlement has no bonuses. If I've missed them, use those instead!) Begin with 2 anticipation due to Opper Vandy's help. Due to the lack of arts in town, musical and dance tricks gain +1.

    Little Shackles: A small port with ties to the pirates of the Shackles, unknown to the Absalom Navy. Only once the PCs have befriended a pirate captain can they perform here. Tricks with the water, air, or drag traits gain +1, but due to superstition, fire tricks gain -1. The Scalpers event is guaranteed, but the pirates are the best way to spread information throughout the region; your next show begins with 5 anticipation.
    Otari (https://pathfinderwiki.com/wiki/Otari): The retired Pathfinders of this region are difficult to surprise; all magical tricks (or tricks with a spell slot spent) are at -1. However, the first successful show in Otari grants double payout, and the leader of the town gifts the party with a wayfinder.
    Westerhold (https://pathfinderwiki.com/wiki/Westerhold): A very rich town; adverts cost half as much more than normal, but payouts from the first successful show are doubled. The high dwarven population makes earth and alchemical traits popular with +1.
    Watershollow: A river town largely populated by halflings. The folk here are friendly, reducing Promote the Circus checks by 2. They enjoy aerial and plant tricks greatly (+1).


    Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
    IcedMik wrote:

    B) Why would you choose a saving throw and chance injury? There's also no traits that give bonuses to injury checks. I guess early on you'll have an expert save and not skill, but that evens out fairly soon?

    I was wondering this myself. However, at higher levels, a number of classes get Class Features like Evasion, Resolve, or Juggernaut, which not only raise the proficiency level to Master but also add the feature of turning a Success into a Critical Success. I'm assuming that would apply to Trick Checks as well.

    Mind you, I'm relatively new to Pathfinder 2E, so I'm still figuring this stuff out, but it seems like, depending on your class, having a Trick tied to a saving throw could be mechanically advantageous (insomuch that you have an increased chance of getting a Critical Success).

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