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As soon as I'm back in the office, I'm going to make some changes to tone down the complexity of act 2 in this scenario. Stay tuned.
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The faction missions for this adventure seemed a little hard given that some of them require trained skill checks that the PC of that faction may not be able to make.
And even if that PC tries to ask the other players for help to make the check, there may not be any PC at the table who can.
Seems a bit harsh, given in year 1, item access is controlled by PA points.
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The skill checks are only needed for the 'bonus' points. The regular faction points require no rolls.
The real kicker in this scenario is act 2, as Joshua said above. I am interested to see how he changes it.
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Wicht wrote:
The skill checks are only needed for the 'bonus' points. The regular faction points require no rolls.
The real kicker in this scenario is act 2, as Joshua said above. I am interested to see how he changes it.
As a suggestion from someone who played 26 at Origins. Two simple changes made by our GM made the encounter tough by livable.
He ruled the encounter happened at dusk (no invisibiliy for the creatures in question)
He ruled that potions still worked. That kept the flavor of the Manna Waste without it being suicide. The wizard actually ran around feeding cure potions to the fighters. (fun stuff)
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I'm going to reduce the number of monsters present and place the fight in an area where magic is "flickering" -- ie, sometimes on and sometimes off. It'll still be a challenging fight, but not one where a full party of 5 level 10 PCs get eaten (sorry PRPG playtesters!). Should have the update up soonish.
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Wicht wrote:
The skill checks are only needed for the 'bonus' points. The regular faction points require no rolls.
The real kicker in this scenario is act 2, as Joshua said above. I am interested to see how he changes it.
There really isn't any difference between a 'bonus' PA point and a normal one. I just don't like being given a faction mission I have NO chance to complete. I like subtle faction missions and missions that aren't just pick up the 'item', or deliver the message, but putting a prereq in doesn't make the mission 'harder' it just means that certain characters can't do the mission even though they know exactly what they have to do.
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Joshua J. Frost wrote:
I'm going to reduce the number of monsters present and place the fight in an area where magic is "flickering" -- ie, sometimes on and sometimes off. It'll still be a challenging fight, but not one where a full party of 5 level 10 PCs get eaten (sorry PRPG playtesters!). Should have the update up soonish.
That mana waste encounter was a beating. It is slightly too tough for a standard party, we survived it but should have lost a couple of PCs.
Perhaps having caster level checks to cast spells successfully, and having spells weakened (minimum damage for damage/healing spells and decreasing the DCs of spells with saving throws)?
The problem with a total loss of magic is that a Wizard/Sorcerer is essentially a Commoner for that encounter.
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I had made a mana waste DM error in the party favor and allowed Divine magic. They were Arcaine poor. Oh well. It worked out well.
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I have to say, excellent style in the adventure, I loved the flavor of the whole thing. It definitely reveals a lot of cool world history.
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One wrote:
I have to say, excellent style in the adventure, I loved the flavor of the whole thing. It definitely reveals a lot of cool world history.
I second that. There was a lot of regional flavour in the module; I really felt that as Pathfinders, we were doing something, and going places, fantastical and unusual.
I particular liked the way the monsters were handled in the first combat encounter:
All in all, I had a lot of fun with the module, although I agree that 'requiring skill checks' to finish a faction mission can be punishing to players...
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Act 2 was updated and new PDF went up today. Please update your PDF collection with the new one.
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I'm fixin' ta murderize me some PCs tomarra night... and I'm wondering if I should just rough-convert the creatures by adding CMB/CMD and leaving it at that, or try using the Bestiary to replace the Juju Zombies with Fast Zombies and the Hellcats with Fiendish Advanced Dire Lions or something. Any thoughts?
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