Pathfinder 2e and West Marches

As my cohorts and I are wrapping up three years of running a West Marches game using Pathfinder 2e, and I thought I’d do a brain dump about what worked for us, and what didn’t. This isn’t a guide that’s set in stone: Different approaches will work for different groups, numbers of people, etc.

Also, I’m focusing on the Pathfinder 2e specific stuff here. I covered the general stuff in another post.

Respecs

This isn’t necessarily 2E specific, but it becomes necessary because Paizo is a never ending source of system updates. New stuff is coming out constantly, and players will always want to play with the new things. At first, we considered telling players they could only change some things, but then realized we would get overburdened with paperwork. So, we told players that they could basically toss the old sheet (except for stuff they bought and the character’s personal history) and make a new one.

Whenever a major book came out that offered updates that you can’t train into (like ancestries), we offered every character a respec point. A few times we offered a meta for the server, but for the most part, it was up to players to explain why they were suddenly a strix, if they chose to explain it at all. Once a player used up that point, they were stuck with that sheet until the next time we handed out points. Also, characters never had more than one respec point, so that cut down on what we had to keep track of.

Surprisingly, being extremely permissive didn’t lead to any huge headaches. Players rolled with the changes, and they often lead to interesting plots as the PCs coped with their new forms. It also got players re-engaged with characters they may have ignored for a while, since they now had interesting new mechanics to play with.

Rewards and gold

Items and runes are incredibly important in PF2e. The math assumes that you’ve been upgrading your stuff as you go, and you’re expected to have a few useful potions on hand. Rather than worrying about giving out items for games, we just gave players a flat amount of gold, based on level.

One thing we discovered at the leaders level was that the math wasn’t perfectly linear. There’s several jumps where gear becomes much more spendy. If the only way players can get gear is gold, then we needed some math to accommodate for that.

After much tweaking of numbers and checking data, we landed on the following equation: Each game got a set base reward, plus an additional amount that was the APL * another number. To put it in math terms:

gold = base + multiplier * APL

And the values we came up with:

APL 1-5: Base 15, multiplier 5 
APL 6-10: Base 75, multiplier 25
APL 11-15: Base 250, multiplier 80
APL 16-20: Base 1000, multiplier 500

So, if you were a group of level 16 players, your payout is 1000 + 500 * 16, so 9000 gold. Level 3? 15 + 5 * 3, so 30 gold. Yes, this can feel like a lot of money! However, we had to keep in mind that some players could only make one game every month, or every other month.

I do think these numbers are super solid (we never had to tweak them again). However, I’m also open to giving all players a ‘base salary’ and just giving a multiplier for the games attended. I do think there should be some reward for attending games, but keeping track of physical items can be difficult if you have more than one GM. After all, GMs vary a lot when it comes to how permissive they are.

So what happened with the players who were flush with cash? They often indulged in buying things that many cash-starved players will ignore: Consumables. I know in my regular games, players tend to wait until they find them in the wild to actually grab them, or they get an archetype that allows them to make them for free. But if you have a pile of gold in your aresenal, why not grab some Antler Arrows?

GM compensation

Because items (and therefore gold) are super important, we decided that when someone ran a game, they would get the same gold as the players. This became super important early on, when we had fewer GMs running games, so the active GMs couldn’t actually gear up their characters.

Some GMs always remembered to pay themselves, and some only went back and grabbed the cash when they were low. We didn’t really notice any imbalance, and it seemed to be a fairly transparent way to reward GMs that didn’t lead to feelings of favoritism.

Variant rules?

PF2e comes with some great optional rules to help it adapt to any table. As time wore on, we found some rules that helped to cut down on the paperwork. Others, we avoided, but I’m open to using in the future.

Free Archetype: Everyone always asks about this. Players love Free Archetypes. On this server, we didn’t use them. I’m not opposed to them, but it didn’t quite fit the feel we were going for. On my next server, I’ll probably allow a limited number of them. This comes down to GM style, since FA can lead to a bit of a power creep, but can also be useful for GMs who want a certain feel for their server. I’m definitely eyeing the ones that could work for a game based around a Pathfinder Lodge.

Automatic Bonus Progression: I’ll be honest: If I’m GMing, this is now a ride or die rule for me. We adopted it because PF2e assumes that players are geared up in a certain way, but if a player couldn’t make as many games, they wouldn’t have as much gold laying around. ABP makes that much less of a worry, since it gives the base runes and bonuses for free. Sure we still had people running around with stupid amounts of money, but more often than not, we saw the rich players buying things for others.

Let’s go shopping!

Early on, we established the home base as a town that was ‘big enough.’ For levels 1-4, players could buy any item up to level 4. After that, they were capped at their current level. This helped players who could play more from getting too powerful.

Also, to cut down on the amount of admin work, we allowed all items but unique to be purchased. If it was written by Paizo and it had a price tag, have fun.

One thing we missed until the game was almost over was that “Access” on an item didn’t make it inaccessible. It made the item one level hard to get. So, if it was a Common Pathfinder item, it became Rare. Oof. Lesson learned.

Balance?

One of our biggest concerns going into this was balance. How do we make sure that a party is balanced in such a way to deal with whatever encounter they’re sure to face. Should we only pick monsters once the players signed up? What do we do if we have a group that shifts around at the last minute? What if we don’t have enough healers or tanks?

Shockingly, balance wasn’t something we had to be overly concerned about. As long as players adjusted tactics and built flexible characters, things were fine. Sure, there were some hairy situations, but over god-knows how many games, parties ended the session with everyone on their feet.

Some things that became super important:

  • Healer’s gloves. OMG. Everyone had a pair of these. Some bought a spare and kept them in their bag.
  • Battle Medicine. This, too, was vital when it came to keeping everyone on their feet. Many players made sure to keep their Medicine skill up, as well.
  • Buy a damn ranged weapon. Sometimes, the solution is to keep your distance and kite the hell out of something.
  • Keep one of every ‘healing’ thing in your bag. Potion. Anti-plague. Antivenom.
  • Keep one of every mundane damage type on your person.

This is part of why having players with so much gold didn’t bother us: It let players build up an arsenal that let them take on pretty much anything, as long as it was at their level.

We also had NPC healers in town who could remove whatever ailed players, since it was never a given that PC healers would log in every day. No one wants to kill off Bob the Fighter because June the Cleric was backpacking in the Rockies for a week.

So, is PF2 good for West Marches games?

Personally, I say yes! It works exceptionally well when it comes to West Marches!

  • The rules have very few places where the GM must make a call, so it’s easy to keep every GM on the same page.
  • Encounter creation is fairly easy to do, while still offering a ton of options so things don’t get repetitive.
  • While the game is balanced on a dime in many ways, it’s more flexible than some might expect. You don’t need a perfectly balanced party to survive.
  • All the rules are online, and there’s inexpensive character builders to be had. This means players (and even GMs) can join without having to lay down serious cash.

3 thoughts on “Pathfinder 2e and West Marches

  1. My day at work today was terrible and I’ve been unwinding and trying to take my mind off things. Have thoroughly enjoyed your posts about you West Marches campaign! Thank you!

    I stumbled across you because I’ve recently dipped my toe into Pathfinder 2E and have also been considering shifting to a West Marches campaign.

    How many different players did you have at your peak (I apologize if it has been stated. Read a number of posts but didn’t see a total)? Was there a culmination to the campaign or was there never an overarching final conflict?

    Unlike you, I’d likely be looking at running everything IRL. I currently have two different friend groups stuck in scheduling purgatory with 5e campaigns. Hoping to migrate them over to PF2e and transition into a more episodic situation.

    Thank you for the entertaining posts. Have certainly given me something other than work to think about. Good gaming!

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    1. At our peak, I’d say we had around 25 people, but we averaged a bit closer to 15 for most months. We never really had a culmination, mostly because we got tired and coordinating big plots for big groups is _rough_. Not that it can’t be done! It was just tough with our current make-up.

      I do have ideas for next time that would allow for more plotty stuff, which I’ll probably blog about at some point!

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  2. I’m here late, just wanted to give my gratitude as I am switching up to pf2e and am thinking of starting one of these West Marches up.

    Fantastic read, thank you!

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