NielsenE |
I've always assumed the Discovery options should be public (not the relative DCs though, if they vary). The full rules in the GMG are silent on this topic though.
Mike Kimmel Pathfinder Society Developer |
I'm looking into it. It's not necessarily a question about this specific scenario, or even PFS in general, as "whether PCs are aware of which checks they can make in a subsystem" should be covered by the CRB/GMG. I know what I would do as a GM, but that's hardly an official "how the rules work" response.
I'll see what I can learn, and post here once I've learned it.
NielsenE |
If you've found any guidance from the Designers it would be great. A large discussion has sprung up recently about the Influence checks as well, with a new reading gaining traction that even those are known at the start, just not the relative ordering in DC.
(The original question was about the Discovery checks in the Influence minigame, this follow-up is about the Influence checks in the same minigame)
BretI Venture-Lieutenant, Minnesota—Minneapolis |
One possible reading is that discovery would only be for the weaknesses, strengths, and order of the skills — which is easiest.
The skills for both discovery and influence themselves are known, but the rolls are secret. Since you know that you would be making the skill checks, presumably you would be given a chance to spend a hero point so you would at least know if the initial try was a success or failure.
JohannVonUlm Venture-Captain, Nebraska—Bellevue |
There does appear to be an incorrect tag in this event. But it's on the Influence check. It should be Concentration and Linguistic. It's listed as Concentration and Secret.
The way I run and explain these to players is. Discovery checks are secret checks, but you do know that it uses perception AND if I tell you two pieced of information, you got a critical success. Trust that.
Influence checks are not secret. But the only one you KNOW will work is Diplomacy. That's not always the easiest skill to use AND there are always other skills. Your reason to try Discover checks - to learn other options (other skills, weaknesses, etc).
Playing it with both checks secret ends up with the GM making all the dice rolls and the PCs will feel less like participants (my opinion).
Misroi |
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Just ran this last night, and ran into what I presume is a small error. The Scouting The Laughing Jungle activity has Society as one of the listes skills, but Survival is not on there at all. I suspect that it got replaced by accident, as I can't really come up with a reason why Survival shouldn't be one of the skills in this activity.
Also, more generally, I strongly feel like Lore skills should have slightly easier DCs if you're trained in them to reward someone who took Jungle Lore rather than pick up the more broadly useful Nature or Survival.
Jared Thaler - Personal Opinion |
I'm looking into it. It's not necessarily a question about this specific scenario, or even PFS in general, as "whether PCs are aware of which checks they can make in a subsystem" should be covered by the CRB/GMG. I know what I would do as a GM, but that's hardly an official "how the rules work" response.
I'll see what I can learn, and post here once I've learned it.
Did we ever get an answer on this?
Eric Parker 82 Venture-Agent, Colorado—Colorado Springs |
I have run it, and had real concerns whether the PCs would get all the Tale fragments. It was a group of four, I think, and one PC just didn't have any applicable skills. With all the different skills usable, it was odd to have one person with a character that just couldn't seem to do anything. Some bad rolls starting out made me sweat it, but in the end they got all the fragments.