Please reconsider ACP costs for new ancestries


Pathfinder Society

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Blazej wrote:
I do feel empathetic toward anyone who walks away because Pathfinder Society's rules are so restrictive to remove any character they want to play. However the composition of the party is going to do a lot to set the tone for a game. I would be very content to run for a group of players playing poppets, automatons, and sprites, but seeing less common ancestries at the forefront of each game will change how the game feels than if it were a number of ancestries from the Core Rulebook.

I may be unique in saying this but I find poppets, automatons, and sprites more fitting companions or heroes than goblins. even if we somehow remove the ACP requirements it is not going to change anyone's desire to play something uncommon or rare, they will just be more free to do so. We are just trying to increase freedom of choice by reducing cost.

Blazej wrote:

Different doesn't mean this is bad, but I think it is fair for Pathfinder Society to have a goal for setting a tone for the campaign. For both PFS and any GM, I do think that they can reasonably set rules that prohibit or just restrict the options people have access in order to attempt to maintain a feeling for the game.

That said, I would be curious to exploring if there if a better option exists for causing this scarcity than what exists now. I don't think removing all restrictions is a great option and I worry that having one free ancestry on sign up would cause character death to feel worse (even more than if you had to spend points on it).

I would have to disagree if you spend 10 months investment go though 2 characters' active carriers and anticipation in playing a character the one you want: their/your hopes and dreams, backstory, outfit, drawing them, creating a custom 3d model/mini, what ever else is part of your character creation process you will have more invested into them and feel worse at character death.

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Pathfinder Adventure, Adventure Path Subscriber

Why is this a PFS or nothing idea? If a person is interested in playing a poppet or whatever other in my opinion goofy ancestry that's out there, why not try to set up a home game with them? You can run the PFS Scenarios round robin style until someone feels comfortable either coming up with something on their own, starting one of the Pathfinder Adventures, or one of the APs. From the way the thread is sounding, you probably have a table or two ready to go. PFS is great, and it's what got me into Pathfinder in the first place, but it isn't the end all/be all. There are LOTS of ways to play Pathfinder.

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CrimsonKnight wrote:
I may be unique in saying this but I find poppets, automatons, and sprites more fitting companions or heroes than goblins. even if we somehow remove the ACP requirements it is not going to change anyone's desire to play something uncommon or rare, they will just be more free to do so. We are just trying to increase freedom of choice by reducing cost.

Yes. By reducing/removing costs for uncommon and rare options, it makes those options less uncommon or rare to the point of making them neither uncommon nor rare through their usage.

I'm personally find for allowing these options in my home games, but it does change the feel of the campaigns I run and I'm not comfortable saying that is how all of organized play or pressuring other GMs into feeling they can't restrict anything in their own games.

CrimsonKnight wrote:
I would have to disagree if you spend 10 months investment go though 2 characters' active carriers and anticipation in playing a character the one you want: their/your hopes and dreams, backstory, outfit, drawing them, creating a custom 3d model/mini, what ever else is part of your character creation process you will have more invested into them and feel worse at character death.

Yes. If someone has sold their soul to play a particular character, I would expect them to be dismayed to lose that character regardless of ancestry rarity.

Now what I was referring to was the idea that "one free rare ancestry" being an issue with character death because a brand new player would be less familiar with the Pathfinder Society systems and likely unable to fix that character death. I would suggest that someone who has played through two character careers will be far more familiar with those systems and would be able to resolve a character death within Society (or would otherwise be far more familiar with the risks they are taking).

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Some ancestries are rare for a reason.

Sprites, for example, are Tiny; the players and the GMs have to be familiar with very specific rules for the game to be enjoyable.

In a closed game / fixed player pool, it's not a huge deal to learn the sprite quirks once per AP.

In a game open to the public, it will likely be problematic if Rare (uppercase R) ancestries become so common (lowercase c) that GMs are having trouble keeping up. Some of the abilities are also open to GM discretion.

It also becomes increasingly difficult to write adequately challenging scenarios when some features (such as a goloma's all-around vision) can obviate common challenges (ambushes, for example). A party with 6 Rare ancestries is going to respond in some unexpected ways.

They're perfectly fine ancestries for play in general, just not for an open-style play format where anyone can show up and anyone can GM.

That's why they're locked behind AcP. It assures the GM that the player has played a certain amount.

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Blazej wrote:
Now what I was referring to was the idea that "one free rare ancestry" being an issue with character death because a brand new player would be less familiar with the Pathfinder Society systems and likely unable to fix that character death. I would suggest that someone who has played through two character careers will be far more familiar with those systems and would be able to resolve a character death within Society (or would otherwise be far more familiar with the risks they are taking).

first time in society is always going to be first time in society, whether common ancestry or rare ancestry the first death you are unlike to know what to do. the point is the more you invest in a character the more devastated you would be at character death if you spent 0 points into a character it may still hurt but if you spent everything you had and lost that it would be more painful. to get one rare character you may have resigned yourself to putting multiple characters into the trash can or stored in some folder somewhere just to get enough points if that character's sole purpose you wouldn't dream of raising them.

by reducing/removing ACP costs for ancestries it frees players to spend those valuable points on thing like raising characters and making their characters unique and special.

Grand Archive 4/5 5/55/5 *

CrimsonKnight wrote:
I may be unique in saying this but I find poppets, automatons, and sprites more fitting companions or heroes than goblins. even if we somehow remove the ACP requirements it is not going to change anyone's desire to play something uncommon or rare, they will just be more free to do so. We are just trying to increase freedom of choice by reducing cost.

I don't mean this maliciously, if you want freedom of choice, play a home game. The reasoning for the restrictions are not some arbitrary whim. The restrictions are placed with deliberation and intention. If you disagree (*shrug*) sorry. It happens.

I have disagreed and do disagree with a number of things the Org play and Paizo chooses. But it is their game, not mine. I merely appreciate the opportunity to not have to create my own story and to have a wealth of opportunities to play with the same characters wherever I travel to. Such benefits will always come with drawbacks.

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Watery Soup wrote:

They're perfectly fine ancestries for play in general, just not for an open-style play format where anyone can show up and anyone can GM.

That's why they're locked behind AcP. It assures the GM that the player has played a certain amount.

OK, if ACP is used to gage player experience then would you say it is acceptable for ACP costs to instead of a character unlock to change to a player unlock. (pay for orc once and you unlock forever you can make as many orcs as you want. now there are player unlocks for equipment availability) or even 40 ACP you unlock all uncommon ancestries and 80 ACP you unlock all rare ancestries (must unlock uncommon first)

paizo did a great job in balancing ancestries. even most rare ancestries are weaker than the uncommon or common ones looking at you goblin and hobgoblin.

Scarab Sages 3/5 **** Venture-Captain, Wisconsin—Franklin

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Leomund "Leo" Velinznrarikovich wrote:


I don't mean this maliciously, if you want freedom of choice, play a home game. The reasoning for the restrictions are not some arbitrary whim. The restrictions are placed with deliberation and intention. If you disagree (*shrug*) sorry. It happens.

Not everyone is in the situation to be in a home game, either because of their schedule, location, or life circumstance. The official Paizo campaign having a narrow slice of playable options available for ancestries and a whole caged off mechanic in Versatile Heritage is counterintuitive.

That's not to say everything should be available, but it'd be nice to play something less Gygaxian in the year 2021 without having to put in as much time as it takes to beat a longer video game. People talk about Paizo's vision, but in the ancestry column, we're still playing out of the AD&D books. I get that for some folks, they don't want new things but letting a few more toys in at a rate shorter than a decent Mass Effect run seems like a good idea.

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zeonsghost wrote:
Not everyone is in the situation to be in a home game, either because of their schedule, location, or life circumstance.

I hear this often and it makes me wonder. How are you able to play society and not a home game?

Are people aware that they can play society scenarios home-game style? The downside is that they don't get society credit. The upside is that there can be no restrictions (ancestry, class, archetype, access, rarity).

Horizon Hunters 4/5 5/5 ****

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Pathfinder Starfinder Society Subscriber
Leomund "Leo" Velinznrarikovich wrote:
zeonsghost wrote:
Not everyone is in the situation to be in a home game, either because of their schedule, location, or life circumstance.

I hear this often and it makes me wonder. How are you able to play society and not a home game?

Are people aware that they can play society scenarios home-game style? The downside is that they don't get society credit. The upside is that there can be no restrictions (ancestry, class, archetype, access, rarity).

Not everyone has the luxury (and it is a luxury) to have a home group where they can do this. Their only option might be organized play (or I guess online play, but that’s not for everyone.)

So, please, let’s not act like everyone has a group they can regularly or frequently play with. it just isn’t the case.

If you have that luxury, then enjoy it, but don’t act like everyone has it.


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Pathfinder Starfinder Society Subscriber

You would be able to play in society games but not home games if you have a local game store where they offer society games every weekend but you don't know anyone there or elsewhere who is willing to form a regular home gaming group with you, either there or elsewhere.

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Leomund "Leo" Velinznrarikovich wrote:
CrimsonKnight wrote:
I may be unique in saying this but I find poppets, automatons, and sprites more fitting companions or heroes than goblins. even if we somehow remove the ACP requirements it is not going to change anyone's desire to play something uncommon or rare, they will just be more free to do so. We are just trying to increase freedom of choice by reducing cost.

I don't mean this maliciously, if you want freedom of choice, play a home game. The reasoning for the restrictions are not some arbitrary whim. The restrictions are placed with deliberation and intention. If you disagree (*shrug*) sorry. It happens.

I have disagreed and do disagree with a number of things the Org play and Paizo chooses. But it is their game, not mine. I merely appreciate the opportunity to not have to create my own story and to have a wealth of opportunities to play with the same characters wherever I travel to. Such benefits will always come with drawbacks.

I respect that but all I do see is an arbitrary whim because I really don't see the reason. what I see is something with a virtually infinite supply having a cost.

for me society means having people to game with where ever I find myself, mostly, in other countries it is more hit or miss but relatively easy in the states(home games are a little hard when you are not in your home area for much of the year because of work). I relished GMing home games when I could. I built worlds: complex societies, cultures. cities, infrastructure, politics, intrigue, family trees. then life happens going place to place from client to client never having time to build a table of friends. it is because I searched for people to game with wanting desperately to join or host that makes me hurt to tell someone NO. I know I can't world build and many other things in society, it is their world. I am unlikely to change anything but I want to try to improve my and those I know experiences. In society a couple hour drive and a reservation and I'm in or hosting a PUG usually at a FLGS.

Yea there is drawbacks but it doesn't mean you can't want it to get better.

Scarab Sages 3/5 **** Venture-Captain, Wisconsin—Franklin

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Leomund "Leo" Velinznrarikovich wrote:
zeonsghost wrote:
Not everyone is in the situation to be in a home game, either because of their schedule, location, or life circumstance.

I hear this often and it makes me wonder. How are you able to play society and not a home game?

Are people aware that they can play society scenarios home-game style? The downside is that they don't get society credit. The upside is that there can be no restrictions (ancestry, class, archetype, access, rarity).

Just some examples from our local society group:

1. Irregular work schedule, such as IT or manufacturing work. It makes home games very difficult to participate in. Society is plug and play with no penalty for missing sessions. It was perfect for me working 6-7 days a week.

2. New to town. Just got someone who moved to the area and saw our events on the local store's calendar. Doesn't know anyone in town outside their spouse. Big Pathfinder fan, doesn't have the social structure to just "join a home game".

3. Parent and kids. We've got someone who runs and plays PFS with their kids. He does it for his kids. He can play with them when they've got time in their school schedules. Some family time with minimal schedule and time commitment. (as an aside, one of the kids is a very good society GM).

4. Geographically isolated. We've got folks who drive in 30+ minutes to our games from suburbs or rural areas. We've had a couple drive longer than hour because that's where gaming was. With that distance, its hard to commit to a home game.

5. Don't want a regular group. A home group comes with some social dynamics some folks don't want to deal with.

6. Not comfortable in the homes of strangers. We've had some women in our group over the years who love Pathfinder but aren't comfortable being invited into homes by random folks.

No reason to hold that against those folks or lock them into 80 hours of Lord of the Rings knock-offs to play something original.

Silver Crusade

I think the main disconnect here is, the claim that people don’t know each other/don’t have time/schedule for a campaign. While knowing people and having time/schedule for a campaign.

A “home” campaign doesn’t have to be played at a home, you can play it in the FLGS or wherever. PFS is a specialized campaign that you’re [general] choosing to play over other types of campaigns. If everyone in your group want to play the locked options without unlocking them just play a “home” campaign. If you’re [singular] the only one wanting to do that then that’s something to take into account, that the group prefers the rules and restrictions of this particular campaign. Conrasu and Poppets have a cost to play in PFS. They might be completely banned in a home campaign.

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I guess I just can't seem to relate overly much.

I swore off my geographically local situation for a while. In order to play, I played online. I prefer playing in person, but it was either play or don't play. While playing online, I found a few peeps who I enjoyed playing with. I coordinated with them and now have a crew that I play high level society content with online. We don't have a set schedule of when we play. We just coordinate when we are all free next and then set up a game for then.

If you can't play online, I can understand that limitation.

CrimsonKnight wrote:
Yea there is drawbacks but it doesn't mean you can't want it to get better.

I get that. I merely disagree in what you view as 'better'.

Lantern Lodge

Rysky wrote:
Comparing completely fantasy ancestries (like poppets) unlock requirements to racism issues is not a good look for your argument.
Rysky wrote:
I was not responding to you I was responding to Donald who explicitly did make the comparison, neither they nor you have a moral high ground here.
Rysky wrote:

“Not being able to play race X which is based on a real life regional myth/folklore makes a person from that region wonder why they're not good enough to be included.”

Your exact words words. You brought bigotry in in order to shame those disagreeing with you and give your a moral edge, but all it did is make those asking for the loosing/removal of the locks look bad.

I was thinking Kitsune, Tengu, and Anadi, all tied to specific real world cultures.

And earlier in the post you quoted I spoke against comparing Paizo's "being unwelcomed" to not wanting to play due to arbitrary restrictions.

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Rysky wrote:

I think the main disconnect here is, the claim that people don’t know each other/don’t have time/schedule for a campaign. While knowing people and having time/schedule for a campaign.

A “home” campaign doesn’t have to be played at a home, you can play it in the FLGS or wherever. PFS is a specialized campaign that you’re [general] choosing to play over other types of campaigns. If everyone in your group want to play the locked options without unlocking them just play a “home” campaign. If you’re [singular] the only one wanting to do that then that’s something to take into account, that the group prefers the rules and restrictions of this particular campaign. Conrasu and Poppets have a cost to play in PFS. They might be completely banned in a home campaign.

try doing a "home" campaign not online and your "home" is a different state every few weeks.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

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My overall opinion is that some of the old standbys could be cheaper AcP cost like the Tengu, Kitsuni, and others that have been freely available in PF1. I would liken it to a lower tier of access.

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I understand the OPs position. I disagree that such a change would be for the better. I personally oppose such a change.

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Donald wrote:

I was thinking Kitsune, Tengu, and Anadi, all tied to specific real world cultures.

And earlier in the post you quoted I spoke against comparing Paizo's "being unwelcomed" to not wanting to play due to arbitrary restrictions.

The word poppet is an older spelling of puppet, from Middle English popet, meaning a small child or a doll. currently the word is used for a tool in sympathetic magic.

the origins come from the imaginations of children around the world as a trope it is heavily used but a few stories pop up in my head

Russian fairy tail. Vasilisa the Beautiful overcoming baba yaga and her (evil)step family with her animated doll's help.(who was final gift from her dying mother and my belief as the origin on the helpful poppet feat) as well as many other stories.

Italian fairy tail: pinocchio

Americana cursed dolls and Raggedy Ann (1917)

Japanese folklore: in the 10th century have tsukumogami, which are things like tools and dolls that have been used so long that they have come to life on their hundredth birthday.

for you Tolkien worshipers: J. R. R. Tolkien's children's book Roverandom tells about a small toy dog, which used to be a real dog before a sorcerer cursed him. His quest to regain his dogginess takes him under the sea and up to the moon.

depending on where you draw the line between golems and poppet

Polish 16th century, homunculus.

many more examples throughout time and around the world

Silver Crusade

CrimsonKnight wrote:
Rysky wrote:

I think the main disconnect here is, the claim that people don’t know each other/don’t have time/schedule for a campaign. While knowing people and having time/schedule for a campaign.

A “home” campaign doesn’t have to be played at a home, you can play it in the FLGS or wherever. PFS is a specialized campaign that you’re [general] choosing to play over other types of campaigns. If everyone in your group want to play the locked options without unlocking them just play a “home” campaign. If you’re [singular] the only one wanting to do that then that’s something to take into account, that the group prefers the rules and restrictions of this particular campaign. Conrasu and Poppets have a cost to play in PFS. They might be completely banned in a home campaign.

try doing a "home" campaign not online and your "home" is a different state every few weeks.

I wouldn’t have much better luck with PFS if that was the case.

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Rysky wrote:
I wouldn’t have much better luck with PFS if that was the case.

that is why I might have to drive a couple of hours to have an open session. That is why it comes off as insensitive (unintentionally I'm sure) with the suggestion of "just do a home style game". No everyone has that luxury. So society and adventures' league (yuck 5e) are all I have as choices. During the pandemic things just got worse. Because I can't reliably do a session or gm every week I'm looking at 1-2 Years to make one character. So please have a shred of compassion don't dismiss others problems. "Home" style games is not the silver bullet some of you think it is.

Silver Crusade

I’m not dismissing your complaints, I’m disagreeing with your push to have the whole campaign system completely changed to suit you, when that would affect everyone as well, so that has to be taken into consideration.

And you do have that “luxury” actually, you can play online. You not wanting to play online though is your choice.

Also the attempt at moralizing other posters have done on your side of the argument hasn’t done it any favors.

Scarab Sages 3/5 **** Venture-Captain, Wisconsin—Franklin

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Rysky wrote:

I’m not dismissing your complaints, I’m disagreeing with your push to have the whole campaign system completely changed to suit you, when that would affect everyone as well, so that has to be taken into consideration.

This is pretty hyperbolic. Outside of some narrow examples, ancestries are pretty standardized in terms of power level or mechanical complexity. Within the narrative, very few scenarios are altered by the presence of particular ancestries. At tables I GM (and that's 90% of what I do) the most ancestry related topic that comes up is if the party needs a light source in a given situation. Outside of power gamers (who in my experience play humans or dwarves in 2E), ancestry is largely a personal flavor choice.

Making Orcs, Catfolk, or Gnolls more accessible doesn't "have the whole campaign system changed completely". It lets someone who really likes something that's pretty well integrated jam out with their friends in a casual tabletop game. It's no skin off my back either way, I prefer GMing anyways. I want my players to have fun playing Pathfinder. This try-hard, serious business attitude is a big buzz kill. Sure, we can buy whatever participation trophies we want and flex on newbies and folks with lives. Or we could just do something to give them a taste of what Pathfinder has that isn't ripped off from times when AC counted down.

Society isn't the old HackMaster Association, with competitive module tournaments and prizes for the winners. It's advertised as a low commitment, easy to pick up way to play Pathfinder. Then again, you could play a cannibal elf out of the core book in that with no questions asked, so maybe it was less hardcore than what's supposed to be the casual, come as you are, public game system.

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All of my previous points being said, I'm full in favor of an AcP/Boon gifting system.

Scarab Sages 3/5 **** Venture-Captain, Wisconsin—Franklin

Leomund "Leo" Velinznrarikovich wrote:
All of my previous points being said, I'm full in favor of an AcP/Boon gifting system.

While I do agree 100% that's a good idea, some kind of starting ACP grant is probably more fair and be something nice to show off to new players after guiding them through navigated this not remotely intuitive website. While that system might be abuse-able to just making new accounts, nothing stops someone from just making 4 accounts and giving themselves enough GM credit to get whatever they want as it is.

My stance has been "make access easier and show off what makes Pathfinder unique" not "Monte Hall's All Sprite and Stryx Christmas Special".

Silver Crusade

“This is pretty hyperbolic.”

I wasn’t talking about power.

“Sure, we can buy whatever participation trophies we want and flex on newbies and folks with lives.”

Insults aren’t swaying.

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Rysky wrote:

I’m not dismissing your complaints, I’m disagreeing with your push to have the whole campaign system completely changed to suit you, when that would affect everyone as well, so that has to be taken into consideration.

And you do have that “luxury” actually, you can play online. You not wanting to play online though is your choice.

Also the attempt at moralizing other posters have done on your side of the argument hasn’t done it any favors.

Really online. Text pbp sure most of the time. Even that can be difficult when you work/live in a shielded dead zone where your internet activity is monitored. Not everyone has reliable internet access all the time. So when someone says online is not a possibility it isn't. Before you ask I can't tell you why. There are a lot of places in America and around the world with limited to no internet.

Scarab Sages 3/5 **** Venture-Captain, Wisconsin—Franklin

Rysky wrote:

“This is pretty hyperbolic.”

I wasn’t talking about power.

“Sure, we can buy whatever participation trophies we want and flex on newbies and folks with lives.”

Insults aren’t swaying.

My intention wasn't to insult. Sorry if it came off that way. It was meant as an expression of a pattern of "I got mine" I see from hardcore society members.

Doesn't change the point that huge swaths of the ancestry and heritage system are effectively inaccessible, locking players to a collection of options that are largely an artifact of a different game.

Grand Archive 4/5 5/55/5 *

CrimsonKnight wrote:
Really online. Text pbp sure most of the time. Even that can be difficult when you work/live in a shielded dead zone where your internet activity is monitored. Not everyone has reliable internet access all the time. So when someone says online is not a possibility it isn't. Before you ask I can't tell you why. There are a lot of places in America and around the world with limited to no internet.

That online is not really an option, and the rest of your situation, is unfortunate. Truly. But I am not swayed. Exceptional situations should not dictate rules, but be foundations for exceptions to the rules.

Lantern Lodge

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Leomund "Leo" Velinznrarikovich wrote:
Exceptional situations should not dictate rules, but be foundations for exceptions to the rules.

I missed the part where we decided what are exceptional situations and what is normal and/or average for everyone.

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Donald wrote:
Leomund "Leo" Velinznrarikovich wrote:
Exceptional situations should not dictate rules, but be foundations for exceptions to the rules.
I missed the part where we decided what are exceptional situations and what is normal and/or average for everyone.

We did not, I did. I was expressing my view on how to handle exceptional situations.

Scarab Sages 3/5 **** Venture-Captain, Wisconsin—Franklin

Leomund "Leo" Velinznrarikovich wrote:
Donald wrote:
Leomund "Leo" Velinznrarikovich wrote:
Exceptional situations should not dictate rules, but be foundations for exceptions to the rules.
I missed the part where we decided what are exceptional situations and what is normal and/or average for everyone.
We did not, I did. I was expressing my view on how to handle exceptional situations.

What are the odds that you're probably gonna play and run regardless? That lot of bits next to that name of yours tell me you're not going anywhere if they increased the access. So you're pushing for nothing to the benefit of no one, in a way that doesn't effect if you will or won't play in the event any of the suggested changes were made.

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zeonsghost wrote:
What are the odds that you're probably gonna play and run regardless?

Pretty high. I accept the decisions of Org Play regardless of whether I like them or not.

Wayfinders 4/5 5/55/55/55/5 ***** Contributor

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Hmm checks her post history to see when we last had this conversation... It was in April. In fact, it keeps recurring because there will always be a push for more options in play.

SUMMARY OF VIEWPOINTS SO FAR

Those who are pushing for more legal ancestries and fewer restrictions note:
1) Having greater access to new ancestries sells Paizo books and shows off Golarian's diversity;
2) Wider access helps newcomers get to play an ancestry that interest them faster;
3) The time investment to earn a new ancestry as a player is huge;
4) They feel the current system is a bit elitist, where only long time players and GMs get the 'cool stuff;'
5) Not everyone can GM, nor has the ability to find a home game outside of OPF.

Those more supportive of the current ACP distribution system note:
1) OPF needs to reward and incentivize GMing, especially casual GMing;
2) Rare and Uncommon ancestries are supposed to be rare and uncommon, and the ACP system helps ensure that the distribution of unusual ancestries reflects the world of the campaign. It maintains immersion in the world by not having the entire society overrun by Poppets (or whatever the cool new rare ancestry is);
3) Everyone can eventually get what they want, they just have to invest time in the world. During that time, players can learn the lore, and be more appreciative of the special races that they get;
4) Campaign mode games like APs are always available for campaign credit if you want to offer your group a campaign full of rare ancestries;
5) Even if more rare ancestries are available, they will lose their shine for players the moment they become commonly available in the campaign, and the push will be for the next rare thing.

Other Points mentioned:
1) A lot of GMs want the ability to gift either ACP or boon races to other players;
2) Offering a player one free rare race at the start might make character deaths even more traumatic if the character loses its one rare race.

There were other conversations, but I think those are the main points.

★ --- ★ --- ★ --- ★

More thoughts

I try hard not to show new players all of Archives of Nethys when they are talking about building new characters. I bring up the core races, leshies and kobolds. Most brand new players will find something they want to play if shown the universe of available options, and not think about the weird stuff.

To Crimson Knight: I know that you have a new player that is turned on by cute. Gnomes are fey-blooded with rainbow hair, just like Sprites. Leshies are adorable plant spirits. Kobolds are the descendants of dragons, and they have the winglets and dragon breath to prove it. Heck, goblins are nifty too. In PF1, everyone was dying to play goblins, but they were the rarest species ever. There were only 30 goblin boons in existence in all of society. In PF2, they are now a common race -- but they are just as weird and delightful. If your player wants cute, show her the picture of the furry pirate goblin with the monkey tail that appears in the Lost Omens Character Guide. SUPER CUTE.

All that said, my boy scout PF2 group eventually ditched Organized Play for a home game because they wanted to play weird stuff without worrying about how much ACP they had. So clearly, the ACP requirements can be a barrier sometimes for retaining new players.

★ --- ★ --- ★ --- ★

Clearly this is one of those conversations that Org Play cycles through from time to time.

So, What's Our Common Ground?

I still like the idea that we came up with, back in April as a compromise: everyone gets 40 free ACP as a one-time gift, and that each new player gets some when they sign up ever after as a "Welcome to Organized Play" boon. This means that they have a shorter time waiting to play something weird.

It's not happened yet, but hey... I'm still hoping that it will. We finally got retroactive Starfinder ACP (thank you, Alex!) and that was proposed months before it happened. I would love for us to adopt that as a policy to help new players make the adjustment to Organized Play.

Hmm

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Leomund "Leo" Velinznrarikovich wrote:
All of my previous points being said, I'm full in favor of an AcP/Boon gifting system.

Me too. I have more ACP than I need... I would love to be able to surprise helpful players with something that they really wanted.

Hmm

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Hilary Moon Murphy wrote:
Leomund "Leo" Velinznrarikovich wrote:
All of my previous points being said, I'm full in favor of an AcP/Boon gifting system.

Me too. I have more ACP than I need... I would love to be able to surprise helpful players with something that they really wanted.

Hmm

Me too but I'm worried that ACP could be traded for money. Naw it is not like some GMs with low funds and ACP to burn wouldn't be tempted with a little bit of money. it is not like there is gold farming or power leveling in video games to skip part of the game they payed for to get to the content they want. granted there won't be buyers.

you say kobold I say mini-dragon. They are one of my favorites .

Horizon Hunters 4/5 5/5 ****

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Pathfinder Starfinder Society Subscriber

If the point is that “hey, these ancestries are rare and they should remain so, so not everyone can start with them” then the conversation should move to “Is the current ACP cost appropriate?”

What makes 160 ACP the right number for rare ancestries?

For a player who plays normal PFS, that’s 40 games. So, somewhere between 120 and 200 hours to earn enough to unlock a single rare ancestry character. The fact that you can only unlock one with X number of ACPs helps protect the rarity some here are saying is necessary.

So, how was 160 the number that was decided upon? Could it be less? I mean, even if I were to agree that a player has to have some investment in the game before they can unlock a certain ancestry, I doubt you will ever convince me that 160 points is the right number. I think that is just too excessive.

Would there be a lower number we could potentially agree on?

EDIT: As I understand, if they play these scenarios at Premier + events, then they earn 6 ACPs per scenario. So, in theory, we could be talking about (under the current structure) somewhere around 27 games, but that’s not really likely since there aren’t that many Premier + events. And if they play them at Premier events, they get 5. So, that’s 32 games. That means a player needs to play somewhere between 27 and 40 games to unlock ONE ancestry for ONE character. And it will be more towards the 32-40 games since there aren’t as many Premier + events.

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Pathfinder Lost Omens Subscriber

Someone up-thread suggested retroactively charging an increased rate for kobolds.

If that was adopted I'd be so far into debt it'd require literal years of playing to get out of it, and that is with a modest pile of ACP banked for emergencies that would evaporate instantly.

Since tengu were not available for a while, and then buried behind an excessively large cost (imo), 16 of my 18 PFS2 characters are kobolds. I have one tengu, and one half-elf.

To get those characters to a 'safe spot' has required the effective 'grinding' of Repeatable content. I DO NOT like doing this, but there is little choice with things as they currently stand.

And no, right now the answer is not 'well, just GM some'.

Given mechanical flaws that have been highlighted in low level pay, I do NOT feel I could in good conscience run tables without massive fudging or rules ignorance.

If I'm feeling a bit of despair here, I cannot begin to imagine what newer players might be feeling -- if they weren't already scared off by the 'good ol' players' mentality.

2/5 ****

Wei Ji the Learner wrote:


Someone up-thread suggested retroactively charging an increased rate for kobolds.

If that was adopted I'd be so far into debt it'd require literal years of playing to get out of it, and that is with a modest pile of ACP banked for emergencies that would evaporate instantly.

Since tengu were not available for a while, and then buried behind an excessively large cost (imo), 16 of my 18 PFS2 characters are kobolds. I have one tengu, and one half-elf.

To get those characters to a 'safe spot' has required the effective 'grinding' of Repeatable content. I DO NOT like doing this, but there is little choice with things as they currently stand.

And no, right now the answer is not 'well, just GM some'.

Given mechanical flaws that have been highlighted in low level pay, I do NOT feel I could in good conscience run tables without massive fudging or rules ignorance.

If I'm feeling a bit of despair here, I cannot begin to imagine what newer players might be feeling -- if they weren't already scared off by the 'good ol' players' mentality.

You have 684 potential AcP playing standard games using just repeatable content. Let's assume you only played those 18 characters through level 1 to level 2. You still have 216 AcP. You said you purchased a single Tengu, so let's drop that by 80. You've still got 136, which is almost enough for a rare, or is enough for an uncommon and some extras, or a bunch of extras and a few resurrections.

The main proponents of reduced cost in this thread keep talking about 'hours until unlock' but I think that's a misleading way to measure the commitment. This isn't a mobile game where we're tracking retention by hours played. We play sessions and stories. I like to take those hours and think about it in terms of levels / characters which is a better gauge of a player's experience in the hobbby. Any player will get at least 80 AcP by the time they get their first character to level 8, or by the time they get two characters to level 4. We're calibrated at the moment to allow a new player to make their 3rd 'serious' character an uncommon race with almost no effort beyond showing up.

Is that too much? Maybe. I don't think it's all that much of a commitment. I feel pretty strongly that someone should at least have to get a single character to 4 before getting an uncommon so I can't imagine uncommon ancestries costing less than 40 AcP.

As for rares, they're functionally GM rewards only in the current system with the added benefit of still being available to the larger populace over time. That's arguably an improvement over the old boon system. 160 AcP is admittedly a lot: using the measure above, it's about four characters to level 4 or two to level 8 without GMing or attending special events. Given that we don't get much in the way of scenario boons these days, I'd like to see more of those that just offer discounts to otherwise expensive AcP options. The way that Extinction Curse lets you access Shoony at an uncommon (80) cost instead of rare (160). It'd be up to Alex or someone in OPF to comment on if that's even easy enough to implement, though. I don't know the limitations of the system.

I suspect that the AcP system is designed and calibrated to work for people who focus on one or two characters at a time. As you spend to make a new character, you're already on the way to earning your next thing. That first uncommon is hopefully something you want to play a bit so it's hopefully gong to earn you what you need to do your next character. This system is probably less helpful for people like Wei Ji who spread out across a lot of characters. I don't have the data to back up which kind of player is more common.

Cards on the Table:
I think it's only fair to lay my own AcP cards on the table to help inform where I'm coming from. I do GM a fair bit (2 glyphs), but this sort of shows what it looks like on the other side right now.

I have 468 AcP available today.
I've purchased an Oread (80) and an Iruxi (80, before the price drop).
I have four active characters: 10, 8, 7, 5.
I have four GM blobs: 4, 3, 3, 1

Side note: I've read your posts on low-level play and simply don't share your experiences or understand your anxiety around playing or GMing low level tables.

Lantern Lodge

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cavernshark wrote:


The main proponents of reduced cost in this thread keep talking about 'hours until unlock' but I think that's a misleading way to measure the commitment. This isn't a mobile game where we're tracking retention by hours played. We play sessions and stories. I like to take those hours and think about it in terms of levels / characters which is a better gauge of a player's experience in the hobbby.

So you concede getting ACP takes time? Then why is it not a valid way to measure commitment? Why does a player need to be committed to Pathfinder to play a Ixuri in the first place?

I've been playing RPGs on and off for close to forty years and Patherfinder for ten years. How's my experience in the hobby? Can I be trusted to know what I want to play character wise?

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Donald wrote:
cavernshark wrote:


The main proponents of reduced cost in this thread keep talking about 'hours until unlock' but I think that's a misleading way to measure the commitment. This isn't a mobile game where we're tracking retention by hours played. We play sessions and stories. I like to take those hours and think about it in terms of levels / characters which is a better gauge of a player's experience in the hobbby.

So you concede getting ACP takes time? Then why is it not a valid way to measure commitment? Why does a player need to be committed to Pathfinder to play a Ixuri in the first place?

I've been playing RPGs on and off for close to forty years and Patherfinder for ten years. How's my experience in the hobby? Can I be trusted to know what I want to play character wise?

You seem think you've caught me in some kind of trap here with a word like 'concede,' but I've made two posts in this thread and both have said that AcP is a measure of time. That's it. AcP measures a time commitment to the Org Play campaign, not to the hobby in general. It's a way to incentivize / reward you to bring your character back to the table to help other tables make, and ideally, to GM other tables so others get the chance to play their characters as well. My objection to using total hours is that we don't play this game as a function of hours, nor does AcP accrue directly in that fashion even if it approximates it sometimes. It's the wrong unit of measurement to understand how a player contributes to Society play, generally, but it's useful for your argument because the numbers are larger and therefore more sensational.

You have to take a single non-Iruxi character to 4 before being able to play one in Society at present. Or two characters to 2-ish. Or GM 5 tables. There's nothing about trust of you as a player, as much as you might think that's what it's about. So please put that straw-man down.

The Campaign (big 'C') is trying to keep uncommon and rare as uncommon and rare. Using myself as an example: 25% of my characters with credit have uncommon ancestry elements from AcP and I'll probably end up with close to 50% with uncommon ancestry elements and 12.5% with a rare ancestry once I play my last 4 characters. Without data to see how that's spread out and what they're targeting it's hard to know if the prices as is are working for their desired goals or not (which we also don't know).

Think about it this way: right now every 3rd or every other character you have can probably uncommon if you add a little bit of investment behind the characters. In practice, I suspect this feels most restrictive if you want that 1st character to be an uncommon one.

There are several ways we could help that without adjusting the overall distribution of rarity:
* Grant 40-80 AcP to new players (adjusting amount based on if prices change at all)
* Allowing someone to go negative on a purchase and then earn their way back out. That opens up other issues if that player dies, of course.
* Allow players to gift AcP to players; as others noted this potentially creates an edge market, but I think it's probably the most egalitarian way to let people efficiently distribute AcP.
* Paizo could sell AcP somehow (attached to PDF sales or direct purchase); this is probably a non-starter but it's an option to relieve pressure.

Lantern Lodge

cavernshark wrote:
... but I've made two posts in this thread and both have said that AcP is a measure of time.

Yes and I asked why is it not a valid way to measure commitment.

cavernshark wrote:
My objection to using total hours is that we don't play this game as a function of hours, nor does AcP accrue directly in that fashion even if it approximates it sometimes.

Agreed. Saying you only have to get to level four to get X can mean a month for some players and a couple years for others. It's not 'sensational' to say time play is limited and the "play more/just GM at conventions" crowd fails to take into account everyone doesn't have the same time and opportunities to play as they do. That can be a large commitment of time to play a character that you'd rather not be playing.

cavernshark wrote:
I feel pretty strongly that someone should at least have to get a single character to 4 before getting an uncommon so I can't imagine uncommon ancestries costing less than 40 AcP.

Again, why? In absence of a reason, I can only think you don't trust them to make the character 'right'. What's the difference between a new player making a human fighter vs a Hobgoblin fighter?

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honestly I don't understand the whole issue with common/uncommon/rare and why it should limit player choice

(the numbers are random)
1. the composition of a area does not represent the composition of a world
This is explained in the regional rarities
2. the composition of a organization(pathfinder lodge) does not represent the composition of an area
I'm going to orcs for this example but the orc population might be over represented in fighting professions like pathfinders (such as 2-5% of the population of a city but might occupy 10% of the guards, soldiers, and pathfinders)
3. the composition of a party does not represent the composition of an organization(pathfinder lodge) in this hypothetical it would not be uncommon for them to form all orc/mostly orc parties.

As wonderful of a person HMM is her comment of the "weird stuff" as well as other people's sentiment displayed. these "weird stuff" characters might find comradery in being the oddballs and form groups to do things together.
None of these things change the composition of the world or the lodge. if there is a party of sprites it doesn't mean that sprites are common it just mean they grouped up to maximize their racial advantages or are sick of almost being stepped on by their allies.

What I find odd is having to make another character to unlock something so you can play what you want. you wouldn't be as invested in that character because that is not what you wanted to play. With the decreased investment you (unconsciously) bring down the mood of the table making the experience for all worse (which I think is a greater risk). In my opinion (which on one cares about) it is better to get into your account and say I need to make a new character because of lack of high level content or the GM is going back to levels 1-4, I'll buy x,y,z instead of I'll make a throwaway character to eventually get x and maybe someday y and z. This is not even factoring the time investment.

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