Should non-Core races be unlimited to play or kept Boon only?


Pathfinder Society

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Lantern Lodge

Rysky wrote:

If your group can't meet that often to play in the first place, why are they playing PFS spercifically?

Because the GM wants PFS rewards.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber

Then your stuck playing by PFS rules, just as much as if I, the GM--you've acknowledged you don't want to GM--said that in my home campaign we're only allowing Core races plus no goblins. Trying to get PFS to change the rules for you so you can play what you want under a GM who wants to play PFS is... something.

Grand Lodge 4/5 ***** Venture-Captain, Missouri—Columbia

Pip Hip Hooray wrote:
Can anyone remind me of how AcP is calculated for Adventure Paths? Is it now proportional in playing time to that earned in scenarios? I recall that when we first started, Plaguestone only earned a GM about 2 tables worth of credit for a scenario that was several weeks of work. Is this how all will be going forward? If Donald is only playing Adventure Paths that may be Donald's real problem here.

We don't know how much AcP a segment of an AP will earn. If Plaguestone is an indicator, I'm going to estimate 8 per section or 24 per book.

Sczarni 5/5 5/55/5 ***

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Michael Sayre explained somewhere that you earn AcP equal to the amount of XP the Chronicle grants, if you're playing, and double that, if you're GMing.

I'd imagine playing or GMing at an event earns an equivalent bonus AcP percentage as any scenario would.

Sczarni 5/5 5/55/5 ***

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Donald wrote:
The "uncommoness" is artificial.

Of course it is. The entire campaign is artificial. Lizardfolk are common over in Starfinder. They just wield welding torches bolted together and hail from a different planet.

Donald wrote:
If you have a party of six Iruxi, those six are the only know Iruxi in the Pathfinder Society plus any NPCs met along the way.

This is incorrect. With this AcP system Leadership will be able to track how many of each race is created. And specifically for Hobgoblins, we've been told that the limit of 1 per player might actually be lifted depending on a number of factors, like how many are created and how successful they are in certain flagged scenarios.

Sczarni 5/5 5/55/5 ***

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Previously, Leadership used a similar tracking algorithm to determine which Factions were being played the least, which lead to several Factions getting the axe.

It's actually a selling point when I describe PFS to newbies. "Your choices affect the global campaign".

Silver Crusade

Donald wrote:
Rysky wrote:

If your group can't meet that often to play in the first place, why are they playing PFS spercifically?

Because the GM wants PFS rewards.

What rewards specifically? Being able to play a different Ancestry?

Does said GM have a different group they play with as well?

Regardless, if the GM is just wanting the points to play a certain Ancestry why not have someone else run then?

1/5 *

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Pathfinder Roleplaying Game Superscriber
Donald wrote:
Rysky wrote:

If your group can't meet that often to play in the first place, why are they playing PFS spercifically?

Because the GM wants PFS rewards.

Once Adventure Paths are sanctioned, see if your GM can run one. That way you can play in Campaign mode: play what you want, and then the GM gets chronicles and ACP. Win-win. (You can do this with Fall of Plaguestone right now, even).

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Donald wrote:
Rysky wrote:
If your group can't meet that often to play in the first place, why are they playing PFS spercifically?
Because the GM wants PFS rewards.

Your GM could run the games in campaign mode and report the games for PFS after. He could use any rules he wanted then.

The only problem is that a character with a race that is not legal could not be played outside that home game.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Donald wrote:
Gary Bush wrote:
If you don't like their world, you don't have to play in it.
That's a crappy attitude. I'd rather start a discussion to see if it can be changed to give player more options. If you don't like that GMs don't get AcP for non-firing tables, don't play.

Sorry you feel I have a crappy attitude. But your attitude is not much better. "I want to play THIS race and I can't. Why??" You're given an answer. "But that is not fair. Let me play THIS race!"

I guess I am trying to say is that you are coming off very poorly. It is ok to ask questions and ask for something to change. But to "come back" at people who are trying to provide you answers (who by the way may agree with you) and have a lot of experience with the Organized Play setup because they have been playing for years, maybe even form the very start, does not help you.

As for my answer of

Gary Bush wrote:
If you don't like their world, you don't have to play in it.

It is true. It was not offered to rude. It was offered as an honest suggestion. But if your GM is the one who is driving it than I can see how you feel like you're in a hole.

Lantern Lodge

Nefreet wrote:


This is incorrect. With this AcP system Leadership will be able to track how many of each race is created. And specifically for Hobgoblins, we've been told that the limit of 1 per player might actually be lifted depending on a number of factors, like how many are created and how successful they are in certain flagged scenarios.

Still not following. The future of Hobgoblins depends on how many are created so they make them the most expensive and limit them to one per person?

Wouldn't seeing how many people make one and play it past the first couple of level be a better determination?

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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I'll try to tackle this one, Donald. Sometimes Organized Play's Leadership team is uncertain as to how the player base will handle races that have personalities that might cause issues in an Organized Play setting. A good example of this was Skittermanders in SFS. EVERYONE wanted to play one. Some GMs were terrified that these super-helpful, hyper and excitable characters might be played in a super annoying way. Also, because skittermanders had good story potential, the leadership team wanted them to be a spice in the Organized Play in the SFS menu rather than a main dish.

So they limited them. At first, you could only get one by lottery during an interview on Know Direction or Twitch, or if you were at a convention, saw Thursty at the right time, and wowed him with your character concept. I failed to wow him many, many times.

"Thursty, what about..."

"No,"

"But I haven't told you my idea yet."

Thursty puts his hands to his forehead. "I'm reading it telepathically. Still no."

Later at the con, I see him and he holds up a hand before I can even speak. "OH, HELL NO!"

Apparently at Origins, the entire room who was doing an SFS special lined up to tell him about their characters. The person who won was the person who handed him a business card that said, "How can I help you today?" She embodied skittermanderness in her very approach, and won one.

But then they opened it up with a player chronicle boon, in a way that is very reminiscent of the current ACP process.

Spoilery Details:
You had to fill up 24 boxes to earn a skittermander. Each time you played a unique game was one box. Each time you GMed a unique game was two boxes. If you GMed at RSP or a Con, you could check off three. So they fast-tracked it for volunteers who grow the game, but still insured that each player could eventually earn one.

The result was that skittermanders were attainable by everyone, but didn't completely flood the campaign all at once. They came in slowly, and each one was treasured because you had to earn it over a long time. The other nice result of how skittermanders were handled was that GMs had the incentive to run many different scenarios, which helped us get a bigger diversity of games that people could play.

★ --- ★ --- ★ --- ★

Here's my theory on hobgoblins. They could present their own problems if they arrived all at once in force at organized play tables. (Now as far as I'm concerned, I think they should have been opened up just like goblins were. But this isn't my call.) Hobgoblins have a rep. They were major campaign enemies in an adventure path. Other humanoid countries accept them now only because they need help against the Whispering Tyrant, but still view them with suspicion. They are also carrying a lot of important story baggage with them, more than any other boon race.

Historically lawful evil hardasses, and coming from an empire that didn't like humans much, I could see there being some who might be worried about how the playerbase would handle them. So they've been set as a big reward that has to be earned over time. During that time, hopefully players and GMs will have time to explore the world, and learn more about how hobgoblins have changed in PF2. Each hobgoblin will be precious, and they are unlikely to flood a table unless by prior arrangement.

And who knows? Once hobgoblins have been around, and as the story of our campaign progresses, they might eventually be admitted as a common race. These things have happened before.

Hmm

NOTE: I love themed parties. If someone wants to organize an all hobgoblin party with me as a GM... I would love to help your group make that happen.

Lantern Lodge

Hmm wrote:
I'll try to tackle this one, Donald.

Thanks for the write up.

I see pc Hobgoblins as either selected to go out into the world because they have a more "out going" attitude and can work with other races or they're able to fake that attitude because they know they're not in everybody's good graces and acting Hobish could be a terminal mistake. Being seen working with other races would be good for their species' reputation.

All of the adventures are written so the head NPC takes the parties help irregardless of party make up and I wouldn't see a need or reason for them to act differently to a Hobgoblin than they would to a Lizardman or goblin.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber

The only reason I've given hobgoblins a second glance is because they're restricted. Iruxi are going to be everywhere. Everyone loves dragon-like people. So I'm passing on them. If I run across something flavorful in a scenario, I might reconsider. I really like the concept of playing a sentient jack-o-lantern (because I love carving jack-o-lanterns), but too many people love leshies so there'll be a ton. So I'm passing on leshies.

Humans are by fat my favorite race. They come in so many flavors.

5/5 5/55/55/5

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Blake's Tiger wrote:

Humans are by fat my favorite race. They come in so many flavors.

Fureudian slip ? You're kinda drooling a little...

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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Donald wrote:
All of the adventures are written so the head NPC takes the parties help irregardless of party make up and I wouldn't see a need or reason for them to act differently to a Hobgoblin than they would to a Lizardman or goblin.

In some Organized Play scenarios there are small story advantages accorded to certain races. I see this in Starfinder Society all the time, where you might get certain information automatically if you are a member of the given race, or start out with an NPC starting out one step more favorable to members of his own species. It generally only happens in scenarios where we're going to the homeland of the boon PC's race. There have also been slight negative consequences to playing a race, where an NPC might taunt or target members of a certain ancestry first because of a dislike.

Now... I haven't seen this in PF2 adventures yet, but I'm betting there may be tiny in-adventure advantages to playing hobgoblin if the party travels to Oprak and the Onyx Vault.

Sczarni 5/5 5/55/5 ***

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Earlier, I wrote:
...and how successful they are in certain flagged scenarios

Grand Lodge 4/5 ***** Venture-Captain, Missouri—Columbia

Hmm wrote:
Donald wrote:
All of the adventures are written so the head NPC takes the parties help irregardless of party make up and I wouldn't see a need or reason for them to act differently to a Hobgoblin than they would to a Lizardman or goblin.

In some Organized Play scenarios there are small story advantages accorded to certain races. I see this in Starfinder Society all the time, where you might get certain information automatically if you are a member of the given race, or start out with an NPC starting out one step more favorable to members of his own species. It generally only happens in scenarios where we're going to the homeland of the boon PC's race. There have also been slight negative consequences to playing a race, where an NPC might taunt or target members of a certain ancestry first because of a dislike.

Now... I haven't seen this in PF2 adventures yet, but I'm betting there may be tiny in-adventure advantages to playing hobgoblin if the party travels to Oprak and the Onyx Vault.

Then again, it could be a disadvantage because some Hobgoblins might be ostracized by their own society for daring to dabble in arcane magicks. Some could be mistrusted for not staying within their own Hobgoblin society. They could be seen in such a way as Worf was seen in Star Trek: The Next Generation by Klingons.

Let's face it, Hobgoblins have a chance to be the Klingons of Golarion. I've already got mine ready to roll barring any changes I might have to make if the APG has some stuff I want for it. Just waiting on the AcP to go live.

4/5 ****

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Klingons are already space orcs...

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