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*TTRPGs General
The Crapification of Organized Play - Unavoidable?
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<blockquote data-quote="Steel_Wind" data-source="post: 5817043" data-attributes="member: 20741"><p>You post as if every table for PFS has a Synthesist archetype at it -- or a more "stock" Summoner, for that matter.</p><p></p><p>Frankly, self-restraint is big issue here. I have never had a Summoner at even<span style="color: LemonChiffon"> <strong><em>one</em></strong></span> of my PFS tables outside of Gencon, and no one has ever played a Synthesist archetype yet at any table I've run outside of Gencon either (where I ran one of them) That's in about 50 sessions or so of PFS, give or take, so far.</p><p></p><p>Some classes are banned from Society play when it is clear that they are unbalancing and ruin the play for other players at the table -- but usually just for flavor reasons, more often than not. This has not yet happened with the Synth either. It's not that big a deal with the Synth, as the action economy problems with the class are the biggest issue -- and they go away when playing the Synthesist. </p><p></p><p>As for power creep, it's been rather restrained in Pathfinder compared to 3.5. There are some classes with incredibly destructive abilities if they splurge all their power at once (Magus, I'm looking at you) but overall, Season 2 and 3 have been very enjoyable and the things you are complaining about are things I have not seen at PFS tables.</p><p></p><p>I HAVE seen Barbarians upset the apple cart mind you, especially <em>enlarged Invulnerable Ragers</em> at lower and mid-levels -- but apart from that? Not really. My simple rule on barbarians is that I don't allow two at the table at the same time in any of my events. One of them is shifted to another table if that happens (and it has not, so far).</p><p></p><p>Am optimized Musket Master can dominate play at levels 5-6, but after that speedbump in the overall level progression, it smooths out to the point where they soon become underpowered as a whole (at level 5-6, however, it can be annoying).</p><p></p><p>But never mind a discussion of the theoretical ways to build a character and how that CAN stretch the rules. Give me specific examples of WHERE the campaign itself has gone off the rail with references to ACTUAL GAME SESSIONS of in-store play. I'd truly would like to know about it -- where it happened -- when it happened -- and who was GMing. </p><p></p><p>Name names, please.</p><p></p><p>I can't promise to fix it or change anything; but I CAN promise to look into it and have the appropriate people inquire as to the whys and wherefores and address your concerns.</p><p></p><p><span style="color: LemonChiffon"><strong><em>Pathfinder Society Venture Captain (Ontario)</em></strong></span></p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5817043, member: 20741"] You post as if every table for PFS has a Synthesist archetype at it -- or a more "stock" Summoner, for that matter. Frankly, self-restraint is big issue here. I have never had a Summoner at even[COLOR=LemonChiffon] [B][I]one[/I][/B][/COLOR] of my PFS tables outside of Gencon, and no one has ever played a Synthesist archetype yet at any table I've run outside of Gencon either (where I ran one of them) That's in about 50 sessions or so of PFS, give or take, so far. Some classes are banned from Society play when it is clear that they are unbalancing and ruin the play for other players at the table -- but usually just for flavor reasons, more often than not. This has not yet happened with the Synth either. It's not that big a deal with the Synth, as the action economy problems with the class are the biggest issue -- and they go away when playing the Synthesist. As for power creep, it's been rather restrained in Pathfinder compared to 3.5. There are some classes with incredibly destructive abilities if they splurge all their power at once (Magus, I'm looking at you) but overall, Season 2 and 3 have been very enjoyable and the things you are complaining about are things I have not seen at PFS tables. I HAVE seen Barbarians upset the apple cart mind you, especially [I]enlarged Invulnerable Ragers[/I] at lower and mid-levels -- but apart from that? Not really. My simple rule on barbarians is that I don't allow two at the table at the same time in any of my events. One of them is shifted to another table if that happens (and it has not, so far). Am optimized Musket Master can dominate play at levels 5-6, but after that speedbump in the overall level progression, it smooths out to the point where they soon become underpowered as a whole (at level 5-6, however, it can be annoying). But never mind a discussion of the theoretical ways to build a character and how that CAN stretch the rules. Give me specific examples of WHERE the campaign itself has gone off the rail with references to ACTUAL GAME SESSIONS of in-store play. I'd truly would like to know about it -- where it happened -- when it happened -- and who was GMing. Name names, please. I can't promise to fix it or change anything; but I CAN promise to look into it and have the appropriate people inquire as to the whys and wherefores and address your concerns. [COLOR=LemonChiffon][B][I]Pathfinder Society Venture Captain (Ontario)[/I][/B][/COLOR] [/QUOTE]
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