GM Blood's Rappan Athuk (PF) (Inactive)

Game Master David James Olsen

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AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

I'm pretty sure he means that after reaching 8th level, PCs would gain mythic tiers as a means of advancement. It's a way of using mythic material without overwhelming the published baddies.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

That is why I was asking. In effect, as you have said this would really weaken the basic role of the characters. Limiting players to level 4 spells is a big hit. And, for melee types this would result in a great restriction in BAB and other abilities. I think I need a better clarification from GM Blood before I would really make a decision either way.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

You get capped at 8, and then get feats instead of leveling up. There are feats to upgrade BAB and stuff I believe.

It's originally called E7 in 3.5 or E6, can't remember.

I'm not sure how mythic would interact with it.


I'm sure a game like what I am thinking wouldn't be for everyone. Heck it may not even work. But I have been trying to think of a way to take the glut of magic items found and sold out of the game and make the discovery of something exciting again other than just selling it so you can get the item you want

Basically P^/8 a way to keep the powers and spells at a more reasonable level yet be able to fight incredible things. Think of it more like being Hercules or Perseus. The general idea is:

Cap Levels at 6 or 8 to limit the amount of high level crazy stuff there is. (Mostly Spells)

Limit magic items: Keep it at create wand, potions and scrolls. Do same house rule here for additional bonuses, though would probably still gain the bonuses in this case when getting mythic levels. Everything else you find then is rare and more valuable to keep and use.

Introduce Mythic early and sprinkle it about to identify the party as special and set them apart.

I'm still trying to put all the pieces together and I feel like I am forgetting one more thing right now, but in any case it is something I may toy with trying down the road.


As for Jonas, with the last two weeks of me being busy crazy at work I haven't had time to post anything in this game so I am not surprised he hasn't posted. I'll give him through the weekend to chime in before making a decision.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

The danger with this plan for APs is that the high-level modules assume you have certain things at your disposal, like powerful spells, or the baddies have them written in, so you either have to depower them or deal with 8HD PCs fighting something with power word kill or blasphemy.


Good points. It would definitely take some extra work on my part, but I think it could work. Maybe it would have to be a home brew vs AP.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

I see you want to make that moment of finding specific treasure important and avoid the WBL/builds are tied to magic items that Pathfinder has introduced. I think my first flaming sword was an epic experience for my first paladin. Gary Gygax made magic items special for a reason--he had them be rare and precious.

Rather than come up with something complex, as the DM you have the ultimate power to control what magic items are available. You can craft a low magic world where the sale of magic items is very limited and even crafting supplies are not available for easy use. The sell things at one half to buy what you want at full value is the problem. You need to make a magic starved world where items are 4x the market cost (and are incredibly hard to find 10-20% chance to find a specific item) and magic items are so rare you can sell them for full value. Now what you find is really important and as well as how you decide to use it. You may actually have to adjust your planned level builds to account for a found magic item (Pathfinder players would consider this idea heresy) because you may not find the eversmoking bottle you absolutely need at level 9 to make your character work.

With players not able to depend on the small lights they need to build their magic item Christmas Tree by slot, they will be forced to appreciate and love what they have. I found a +2 light hammer, well now I love my light hammer more than I ever loved a light hammer in Pathfinder.

Now you can work with the pathfinder system as written with the only change is the buy/sell cost and availability of magic items. Those are my 2cp


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

My experience as a DM has been that a party of level 10+ characters can take out any challenges 5+ CRs higher than them with little issue, and that's not involving mythic. High level combat in PF becomes an exercise in throwing wave of enemies at them, or giving the enemys very favorable terrain etc.

There's a reason PFS is capped at 12th level...a 12th level party of moderately optimized characters will pwn a Balor or Pit Fiend or whatever other traditional "ultimate monster" you throw at them. You have to throw three balors inside an active volcano with an anti-teleportation effect at them or something like that for it to be challenging.

Also, I like magic items the way they are traditionally in PF. Because it lets you do builds, and it makes the world high fantasy which is what matches best with the PF classes. They are very flashy etc.

If you want to create a more traditional old-school, or LoTResque fantasy world you have to cap level advancement somewhere in the low mid levels and basically rethink huge aspects of the system. Why not just go play one of the 1e clones or Barbarians of Lemuria or something?


Mainly because I like to tinker with things. I also play old school stuff like DCC in addition to Pathfinder. I like Pathfinder too, but I also like to tinker.


I'm up for anything.

GM Blood, I really appreciate your particular style of tinkering. I think reducing the importance of cookie-cutter magic items keeps magic feeling magical and special. I'd love to see how it plays out in a game with more of a tangible plot.

That being said, i am enjoying this game. In the end, the deciding factor is what the GM wants to do most.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

I think a "P9" or "P11" version of Kingmaker would be really fun, and I'd love to give that campaign another go. Already have a character for it too.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

I am already in 2 Kingmaker campaigns. But really like the idea. One is sort of screwed up as we started at level 7 with a level 5 cohort and are supposedly playing both simultaneously, but not really together. The other has really lagged just into the second AP - essentially I think the battle we just finished took almost 6 months - and it was not a major battle.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5
Qui wrote:
I think the battle we just finished took almost 6 months

I would have probably dropped out of that long ago. That's too slow.

I'm in a Legacy of Fire game that is nearing that point too. It's so slow that there's almost no point. It's like one post per month per player because the DM is so slow.


OK, most of the work crisis has been taken care of for now, and my week of being on call is over so I can finally have a moment to breathe.

First of all, thank you everyone for being in my game, I like all of your characters and enjoy this game despite the obvious questions related to doing a dungeon crawl. I try to put some tie ins where I can, and yoru characters aren't even in the main dungeon yet.

Jonas, thanks for the kind words, and while tinkering with rules and changing things up aren't for everyone, I usually do something slightly different in my homes games to mix things up a bit. My favorite one so far at home was to remove alignments when I ran Curse of the Crimson Throne AP. That really made all the NPCs, good or bad, fuller characters while not restricted by alignment. Worked out well.

Kingmaker was the one AP I was so excited for, but when I played it I hated by about halfway through. I don't want to spoil it for anyone why, but suffice to say I wouldn't want to run it or play it again.

Also, I am not sure why, but I find I am enjoying the APs less and less as they came out. They are great reads and full of interesting stuff to use, but as an AP they haven't been doing it for me like they once did.

If I ran another Age of Worms game, I could try out my tinkering and have everything already converted and available and maps done. But that would leave out some of you as you are already in one.

I could also do one of the other dungeon APs but then I would have work to do to convert it and learn what they are about. Othwerwise Runelords or Crimson Throne I could do since I ran those and have converted them at one time (Though I am sure I would have to touch them up some), but that has a component to it and I don't know about inserting mythic in place.

Anyways long post made short, I guess I need to ponder some more and make a decision.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

It is your call. I am in a ton of games already, so if this duplicated one I am playing, I could step back. I am already in a Curse of the Crimson Throne - joined at the beginning of the third AP and we have just finished book 4. I am also already in 2 Runelord's campaigns, 1 in Book 2 and one in Book 3.

On the other hand, I do enjoy this group and would like to continue gaming together if we can find something that works for all of us.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

I agree that it is ultimately your call as the bulk of the effort is on you. I am perfectly happy as is because I do like traditional dungeon crawls but, if you want to do something else......

Since you mentioned: 'Runelords or Crimson Throne I could do' -- that would be my preferred alternative. I would recommend against inserting mythic as mythic powers up characters even more!!!! The power of a good group is even more magnified with mythic.

I share your doubts and concerns for the Kingmaker AP. I am intrigued with using the Pathfinder Kingdom building rules for my own Elves/Dwarves Homebrew, but the AP is somewhat overrated. My main problem is the ability to quickly burn limited resources as the 'adventuring day' is quite short in an outdoor sandbox.


I'm in a RotRL that I'm happy with, and a CotCT that I'm happy with. So if we go that route, I'm going to have to withdraw. I enjoy replaying APs to a point, but usually only when the first go round had a poor GM. That and I'm struggling to keep up high quality across all the PBP I'm in lately anyway due to RL responsibilities increasing.

Let us know what you decide, and either way thanks for running for us so far. You've been a great GM, and I'm really enjoying your conversion of Age of Worms, though, holy hell that AP is really hard/vicious.


Ok, so if I keep this going with the 5 of you is everyone wanting to continue or does anyone want to drop out now? Its ok if you do want to drop out, no worries.

I'm still going to work on doing another pbp with the extra houserules soon as that is something I want to try out and it will bug me until i try :) If Jelani and Doomed Hero want to drop out of this one and be in the Age of Worms one we can do that too.

And yeah, Age of Worms is a tough AP in spots, and I have tweaked it up even a little more. I'm very happy with both of my games so far!


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

The only problem with AoW is that my fair elf maiden somehow ended up being a dwarven lass. Other than that, it has been a lot of fun.

I am up for continuing this campaign if everyone else is having fun. It is hard to picture sometimes, although in a dungeon created by the forces of chaotic evil, perhaps not knowing how it is set up is preferable.

Hey, it could be worse. The Queen of the Demonweb Pits module used non-euclidian geometry for some of its realm. Imagine how confusing it is to walk in a straight line and end up directly below where you started.


That's tough to map!


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Bah, it is easy if you are not stuck in a 3d world.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

I'm fine to continue. I've been a bit overwhelmed lately with work and I had picked up a few PFS Game Day PBPs, but those have finished now.


I hear ya on the work side of things! I'm hoping I am past that for abit now. Just in time for the crazy summer days!


Again, I'm up for whatever. I can come up with in character reasons for Jonas to go pretty much any direction you want the story to go. The easy part about being a paladin is that "right all the wrongs and kill all the evil" is pretty straightforward motivation.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

I'll stick it out long as you keep doing the auto-explore thing that you did with the last update.


OK, I've waffled over the last week or so between canceling and continuing. I had decided on continuing then the next room was empty but had two secret doors in it, which with the new version of running meant I would do the searching (rolling) for Jokbur and found the secret doors. Behind those one of those was a room with a hidden trap which he found and removed.

So the previous room had hidden areas with money in it, the next room was empty with secret doors, and the third room had a trap. So all in all I pretty much was playing this by myself. So instead of doing that, (At least I can do that with my dice at home), I have decided to end this game.

I am still planning on either doing another Age of Worms game with these house rules and maybe some more then including Mythic Rules, or a different AP/homebrew with these rules.

If I do Age of Worms I will let Jelani and Doomed Hero know, if I do something not Age of Worms I can let you all know.

Thank you all for sticking with this as long as you did and helping me with the home rules presented for this.

I will be making this campaign inactive probably after the weekend to give us everyone time to read this.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

I will be sorry to see this go, although as others have said, this dungeon is a lot of 1 or 2 people searching for traps while the rest of the party sit back and twiddle their thumbs. I will be sorry to see man-frog not grow into a true bullfrog.

If you start something other than another AoW, I will be around and definitely interested.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

+1


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Thanks GM Blood for running the game. If you do decide a different AP, I'll be very interested in playing with you again.

So had you had any thoughts about what fate had befallen Edmund's son?


Looking forward to the next thing.

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