6-07: A God Falls Where Magic Fails


GM Discussion

2/5 ****

I am just prepping the scenario and while reading the gauntlet entries, I am a bit surprised that the actual classes of characters make a difference for some of them. I don't think that has ever happened before and I really hope that it will not happen often (or at all) after this. There are just too many classes to really do something like this fairly.

I have a rules question to that section, too: Does a multiclass archetype suffice to be considered a bard, rogue or whatever?

Sovereign Court 3/5 **** Venture-Agent, Ohio—Columbus

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I think that’s going to be a GM call. I would allow it.

Biggest issue I’m seeing with this scenario is the missing survival DC on page 14.

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

Prepping the scenario. It seems that upping the needed worthiness points to 9 at a six player table for a boon is a bit excessive. Unless i am reading it wrong each challange in a room can only be attempted once.Considering that each challange in a room can only be attempted once the PCs at a 6 player table needs to crit succeed on 4 of the 5 room challanges rolls for a boon. While 4/5 player tables only need to crit succed 1 of the 5 checks per room to get the boon.

4/5 ***** Venture-Captain, Nevada—Las Vegas

Master E wrote:
Prepping the scenario. It seems that upping the needed worthiness points to 9 at a six player table for a boon is a bit excessive. Unless i am reading it wrong each challange in a room can only be attempted once.Considering that each challange in a room can only be attempted once the PCs at a 6 player table needs to crit succeed on 4 of the 5 room challanges rolls for a boon. While 4/5 player tables only need to crit succed 1 of the 5 checks per room to get the boon.

While it does seem to be close, the scenario actually does state that they can keep attempting:

"They can also stay in a room and continue completing tasks to try and gain more Worthiness Points, though each challenge in a room can only be attempted once, and if their Worthiness Points for the challenge would ever drop below zero, a guard opens the door and tells them that they have failed and must proceed to the next room in the gauntlet."
The implication is that they would keep trying, even beyond their current success amount. That being said, I agree that 9 seems like too much, and most player groups would likely continue on once they have completed enough to leave the room. (Particularly if they don't know about the boon.)

Sovereign Court 3/5 **** Venture-Agent, Ohio—Columbus

I had the guard who escorted them suggest that they try to overachieve in each room as there could be extra goodies to be had for more successes, and that merely succeeding in a room might not be good enough to win the gauntlet if their opponents succeeded but did it better than them. Indeed their secondary objective depends on doing more than the bare minimum in each room.

Avram, I’m not sure what you intend when you say they can keep attempting. Master E is entirely correct. Yes, if they best two challenges in a room (obtaining enough points to exit) they can still attempt the other three, but as you can only attempt each challenge once, a party of 6 must succeed on all 5 challenges and critically so on 4 of the 5.

2/5 ****

Oh, wow, you are right. I didn't even realize that and had the impression that each character would be able to try every challenge, which would make an increase of 50% for 6 players the logical way to go - 50% more characters need 50% more successes. But it the group as a whole can only attempt each challenge once, it becomes a completely different matter. That whole section feels weird with that in mind!

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

It seems to me with the writing the only way it could be otherwise is if you took the reading that each PC attempt each challange once. However i am not getting that from the reading of the text. Seems like 1 check per chllangw. The reading of one check per PC would also trivialize the secondary objective as there would be 20-30 worthiness point per room up for grabs

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

And on the point of the secondary objective they also increase the amount of point need for that at a 6 player table. From 16 to 20. That means that a 4/5 pc table can fail 4 checks and get the 2ndary objective but a 6 player table cant fail any. Becuase of the one check per challange reading 6 players dont really have more role then a 4 or 5 player table. It seems harsh to penalize them then into need 4 more success on the same number of attempts

It seems like there might have been an intention to allow more then once check per challange but im just not seeing it based on my reading and the "each challange in a room can only be attempted once" phrase

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

The only other way i can see to read it is based on the whole idea thay it is supposed to take place in "resolution rounds". The idea might be that each pc can attempt a givin challange. But once any number of pcs attempt a challange that challange is gone. That reading ia becuase it says at the beiging of each round a pc ia supposed to chose a check to challange, aid on or abstain. In that case, say when the 6 pcs first enter a room there are 5 challanges availble. 2 pcs try to attempt one challange. 2 attempt a differenr chllange and the two remaining pcs aid. After that round of rolls the two attempted challanges are gone with three remaiming. That sort of flow would keep the idea of each challange can be attmpted once but also make sense with the scaling based om PC number

Sovereign Court 3/5 **** Venture-Agent, Ohio—Columbus

I’ll agree that was an odd way to give an example. However, it doesn’t limit attempts if the party chooses to address each challenge one at a time, with the whole party rolling, aiding, or abstaining on each.

My experience so far is only for a table of 5 at high tier. They accumulated very close to 20 and possibly more, I don’t recall exactly how many since it didn’t matter at that point. They critically succeeded on quite a few challenges.

2/5 ****

I just DMed this at high tier (32 CP). They actually managed to get the 9 Points needed once. The DCs are low enough that crit successes are not that unlikely. The scaling still feels off here.
To me it seems like at some point they intended it to be a "everybody rolls" challenge, but it was later changed and we are experiencing some remnants of that earlier version.

Another thing I noticed: The Arcana Check to recall knowledge in the beginning was missing the DC in the Foundry VTT module.

Sovereign Court 4/5 **

The class calls in the gauntlet challenges seem very arbitrary and not necessarily in theme with the challenge. I don't know if these are supposed to be pop culture references or something?
As per the recent changes in the GM guidelines, I guess we are allowed to be lenient with regards to those (it won't increase the difficulty!) to make it more reasonable: Replacing Ranger by "Wilderness themed character" for example, Bard by "Performance themed character", etc. I suppose I'd make the choice based on a Background or a Class/ sub-class/ Dedication.

Any feedback from the Organized Play team would be appreciated.

Grand Archive *

Pathfinder Maps, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Monkhound wrote:

The class calls in the gauntlet challenges seem very arbitrary and not necessarily in theme with the challenge. I don't know if these are supposed to be pop culture references or something?

As per the recent changes in the GM guidelines, I guess we are allowed to be lenient with regards to those (it won't increase the difficulty!) to make it more reasonable: Replacing Ranger by "Wilderness themed character" for example, Bard by "Performance themed character", etc. I suppose I'd make the choice based on a Background or a Class/ sub-class/ Dedication.

Any feedback from the Organized Play team would be appreciated.

I guess we could also use minimum expert proficiency in the specific skill could unlock the alternate option?

Sovereign Court 4/5 **

Calcryx666 wrote:
I guess we could also use minimum expert proficiency in the specific skill could unlock the alternate option?

Actually I think that's even better. I'm going for Expert in the skill for tier 7-8 and Master for the 9-10.

As to the missing Survival check DC, I'm going for a level based DC of 24 (low tier) or 27 (high tier).

5/5 **** Venture-Agent, Netherlands—Utrecht

(Played this yesterday, no GM experience with this yet.)

I'm not sure. I agree that the specific callouts feel weird, but on the other hand, allowing you to substitute your (probably) best skill for any other skill feels weird. It's like being rewarded even more for doubling down on one skill. It's like answering a maths test with a three-page essay about why you think you deserve an A on this test.

Not necessarily disagreeing, just saying it's not flawless.

Hell, I would maybe allow it as-is, but at a higher DC. That allows a broader range of characters to try it, but still keep the playing field even.

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