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Recent posts by
Belfur:
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*spoilers ahead*
I am sorry to voice hard words, but just finished the module, and it probably killed my Rise of the Runelords Campaign. I am burnt out and my players got frustrated hacking through tons of always the same ogres, not seeing the point of it in relation to the Campaign. Linking of the episodes were rather illogic and without some tweeking, the glitches in the timelime would have set-up my players completely. In the end they laughed at the ridiculously overused gore and grime theme and the Blackarrows, who just seemed to have survived, because they were just not challenged before and fell to the first real threat, because of sending away half the fort on patrol regularly.
I laughed about rooms not even 30 by 30 ft which are stuffed with three large monsters, protected by a punny (for 9th lvl characters) wight, which are supposed to cast force-cage on the PCs filing in by a 5ft wide tunnel and try to escape by the very same way. And I cried about the wasted real role-playing episode (e.g. Paradise, Whitewillow and the witches) degrading the associated NPCs to yet another monster with a short speech to be slain. They seem to have been cut in order to tell unnecessary stories about the motivation and history of unimportant cannon fodder monsters (Ettin, ogre cook).
I tried my best to modify the adventure, get rid of the glitches and involve my players by interweaving their character backgrounds. As it stands I didn't succeed much. Moreover I buy adventures because I am low on time to come up with them myself. Enjoying part 1 and 2 I know that there are much better adventures in the Pathfinder AP series.
Hopefully after a break, we can give Part 4 a try or start CotCT.
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Ian Watt wrote:
I'm not sure. After Xanesha, my players were paranoid about hot women sporting 10,000 year old bling.
To the OP, I also had the Paradise around, and had my players kicked off when their sniffing around for clues became too obvious. Well, the cheating at cards didn't help either.
Its a pitty, that the Paradise was cut from the original adventure, so Lucretia is just reduced to just another monster to slay (this one sentence where she might reveal who cheated the Black Arrows does not help much...by the way the traitor in this case is the long lost brother to my Ranger).
The rogue got an audience with Lucretia by flashing around his Sihedron Medallion, telling her to stop "this" operation...of course she knew he was lying, but decided to pull the plug anyway and burn the ship, with the players on it and 30 people from town to save.
roguerouge wrote:
Well, they've read spoilers then. There's nothing that suggests an inherent connection between the rune and Lamia. It's not obvious, like seeing a stone giant on the cover or a ghoul on the cover.
I don't think they read any spoilers. Its just that all adventures follow the cliche and after more than 10 years of gaming, you can just guess, what the plot will be, I guess.
That's my question, when did you last really surprise your players with a plot twist? Most of the time it is like this: the very friendly merchant comes around and offers the PCs good jobs and money. player: this merchant is just too nice, he is the bad guy, we should kill him right away.
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I just started Hook Mountain Massacre and made some small changes, weaving in some character background, reviving the Paradise etc (to get some more RP enoc#~*ers, before the big slaughtering begins), but after last game night the I finally realized with 100% certainty, that nothing can really surprise my players any more (this is not a critique about the AP per sei, mind me). Every twist and turn in the adventure is anticipated one of the players or another and if only in a joke he makes. Without encountering Lucretia, just from seeing that she is somehow involved with the Sihedron, made them suspect, that she is a Lamia, and there are many things which they are not surprised about.
Do you have similar problems? Is every twist and turn in a story anticipated by the PCs or are our stories just too much cliche? How do you counter it?
Not that we did not have any fun, but sometimes this frustrates me a little bit.
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Arcesilaus wrote:
Ack!
Player's Handbook wrote:
Harm charges a subject with negative energy that deals 10 points of damage per caster level... If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1.
I always read the bit about not reducing to less than 1 HP as part of the "if you save" sentence. Thus, if you make the save you take half damage, with a maximum of your current HP-1. If you fail the save, though, all bets are off and you take level*10 HP damage. Is there an errata or something somewhere? I would love to know so I can save the PCs the cost of the Raise Dead.
O
PS Woo hoo! Post #200!
I always come from the 3.0 version:
SRD3.0 wrote:
Harm damages a subject with negative energy that causes the loss of all but 1d4 hit points.
If used on an undead creature (requires a successful touch attack), harm acts like heal.
which could never kill the target.
But you are right, the 3.5 harm spell really reads like you handle it, although I rather like to play in favor of the PCs, so I interpret it in the lenient version. But no errata.
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That is really outragous. Sometimes my packages were caught by german customs (usually some D&D books I bought via Amazon Marketplace) when they were not properly labeled. And then the taxes were too low to be even collected (less than 5 Eu), the only annoying thing was to go an pick them up at the custom's office.
As proposed, you should buy your pathfinders at european retailers (amazon.co.uk, amazon.de, amazon.fr), although you might have to wait longer than with the subscription. If you want the pdf and can expect that every package is taxed, than you could easily buy the pdf directly at Paizo in addition to the print version (14$ in comparison to 32$) and would still be better of.
Another thing which might make you happy, but you would have to inquire on it: the limit for pakcages from outside the EU taxed will be raised from now 22Eu to 120Eu (not entirely sure about the numbers) within this year, accounting for the increased international trade, especially with electronics. Normally this should be a EU wide thing, as otherwise it would not make sense (importing things to the eg. Germany for free and then to Denmark for free instead of directly to Denmark for a hefty fee).
I hope you can manage to continue your Pathfinder, and will be glad to assist you with a Curse spell onto some of those greedy mail agency manangers ;-)
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Of course the briars do not dampen the sound, but what I forgot was the waves crashing onto the cliffs below, which would dampen the sounds...and sure I should have left the dogs, where they were, I think that was the biggest mistake (although firepelt cougars are really nasty: bite claw claw pounce). Anyways, my players agreed to the Druids offer, I will rearrange some of the goblin guards and play on as is, alhtough I have another nasty plan: as Erylium escaped, I will change her alter self to cat and she will hide in a food barrel: "poor little kitty, should be food for nasty goblins, we take you along". Either she enters the fray on Nualyas side, if necessary, or she will take revenge on the Druid, making for a fun monster-monster fight later on, with the PCs not knowing whom to kill first...
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James Jacobs wrote:
The game expects the PCs to be 3rd level by the time they start in on Thistletop, and it also expects 4 PCs, so a lower level & lower number of PCs can certainly end in a grisly TPK here, alas.
That said... even if the goblin druid "wins" the battle... you have a pretty cool option...
** spoiler omitted **
Yes, I was thinking about this and first thought, the druid would never sacrifice his tribe to adventurers, but in the end he is a goblin, I guess even he is not able to think all this through to the end, or reasons, that enough goblins will survive for the tribe to recover. I will talk to my players as they insisted on rolling for stailisation to the bitter end (although I did not insist and told them, they cannot know, what happens while they are unconscious); the rogue made it, the barbarian not. I do not want to force them into something they would not like or feel like cheating. Thanks for the advice. As I said up to here it was one of the best RPG experiences I ever had.
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Hi there,
I need some advice, please. Up to here we had really a lot of fun with Burnt Offerings, but this session ended quite sadly. My PCs went to Thistletop, entered and fought the 10 Goblin Refugees, which alerted the Druid. I thought, the Druid would surely command the Goblindogs to attack the PCs. Together with the cougar, this was nearly a TPK, meaning, the sorceror just got away as he was entangled out of sight (besides 40ft radius, that is nearly the whole complex, entangling everyone for a duration of 4 minutes!!). The enemies would have been bad enough, but what really makes this complex a deathtrap, especially for low level chars, is the small tunnels: -4 to AC and Attack leaves the PCs with no real offensive or defensive power.
Is it meant like this or is just the entrance too small?
Unfortunately one player was missing today so I had only 3 PCs and two were still Level 2 (Rogue and Sorceror) and one was Level 3 (Barbarian). Maybe it was my fault, but this is of course very unsatisfying as the PCs feel a little bit cheated by the harsh conditions. I now ruled that the Goblin Druid might have stabilised the two PCs for torturing and they could be saved later on (if the players like to after trying some new PCs). I think it was unfairly hard on them.
Comments, suggestions?
Sorry for the whining, but after some really fun and exciting sessions this one was a real let-down.
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First, your two players are ....ah...no good gamers, put it like that. Either, stop inviting them. Or, if you want an ingame solution, give them what they want, send in a group of competitor heroes (maybe guys originally from Sandpoint) who save the day, who are always there saving the day and then mock the PCs for being late weak and ineffective, if your PCs attack them, they just teleport away and laugh. At least this gives you a revenge.
I quite often hear my players ask, why it is always them doing the hard work and the NPCs always stay back: I just tell them: you could share your XP and treasure and fame with these NPCs ...or you could start to act like the heroes you want to be (my players are normally very colaborative) and this normally sets them straight (esp. the XP part ;-)).
Hope you find a game you like at some point (don't forget to slaughter your players' characters before you dump them :-D)
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crosswiredmind wrote:
ArchLich wrote:
If I'm not mistaken, Belfur was not taking about specifically 4E. I think he was saying that it is the DM/GM job to provide meaningful gameplay even if the characters are currently low(er) on combat power.
Hmmmm. Not sure I agree with this. The adventure is what the adventure is - if the clock is ticking and the party used too many spells before they could rescue the captive/close the portal to the abyss/whatever then is it up to the DM to change the game so that they can get through to the end of the mod?
In this case it is not the DM's job, but if he creates an adventure, the players just cannot make it through with one set of resources, it is unfair of him to set a timer, they could not beat. If the players are making mistakes, then they have to live with them, either by entering combat with low resources, or by e.g. risking the hostages lives. And as I said, it should not all be about combat, IMHO.
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crosswiredmind wrote:
I don't see how role playing is missing from 4E. It will still have interparty interaction, you can still talk to NPCs, there is always room for puzzels, and you can play the whole day without resting just like 3.5. The fact that you can use a 5 minute rest, or a 6 hour rest is actually more flexible than the overnight or 24 hour rest time in 3.5.
Is there something that you are seeing that i am not?
Sure there are good things in 4e, too, but it seems to me that its more and more about fighting and that the "role" is not a good in-character performance, but a good in-battle performance.
Maybe I just overstated this. In fact, I also like the 5 min rest and the healing surges. A 6 hour rest period does not seem very realistic to me, people need to sleep, where would all the "you are all still asleep" jokes and good raids at the camp site storys come from. By the way, is this 6 hours rest whenever, or is it 6 hours every day. If it is whenever, you could just also make it a 1 hour rest, then your characters can keep going for a very long time. Well it stays like it was, I want to see the complete system, before I judge if it is good.
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15 minutes day, 1 hour day...they should put back the role in the role playing game. I guess every, or at least 90% of all systems will boil down to this, if everything you do is fighting. Have interparty interaction, NPCs you can talk to, puzzles you could solve with your brains and you have a game where you can play a whole day and more (in-game time) with out resting. If you just want to do hack'n slash all the time, give your group a recovery stone with X charges, which refreshes all their HP, Spell, Mana or whatever, or just fast forward over the rest every time they need it, problem solved. Just my opinion, but if I read, 4ed is more about role playing again, because it feels different if I play an eladrin fighter or an elven fightet, because the elf can whatever and the eladrin fighter can teleport I get sick (and not because of the super-duper-teleport-power).
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Some months ago at WoTC
Gamedesigner (GD): ..and then in April or May, we put up a demo adventure to show everyone how cool the new edition is.
Manager (M): Put up, are you sure we could get up the "pay per page" system we planed for DI till then?
GD: No, players get this for free.
M *turns white and makes a strangling noise*: For Free??!!!
GD: Yes, players will be very hot on knowing what the system is about.
M *gets back compusure and sets on grandfatherly smile*: That's why I make business and you make....whatever you do here. They are hot, that means you can charge them anything and they would pay, that's good news, make one of your booklets and we sell it like the lead ups, we published in winter this classes and monsters things and make it nearly as expensive as the new PHB.
GD: But players will be very angry if they have to pay that much for a 32 page adventure.
M: Again you are not seeing the big picture, my son. We put the rest up on the DI and charge a second time. Its a demo anyway, people will accept to play for an hour and then: please register, its like World of Warcraft (oh, gods, why did I reject the job at Blizzards five years ago, now I am here and have to live with this low-profit-margin-business). We had lots of costs, all the drops in sales with the old edition, all this free Dungeon and Dragon and all this free previews...gamers should be happy to help us refill my...oh, our pockets so that we can go on making more money...I mean games...I think I had a very good idea with that preview adventure, if you did not have me...
I nearly bought H1, than I saw that it is only 64 pages (at least on the WoTC homepage) and it was clear that they intended to milk gamers again, the additional material on the DI makes it just worse (just say "nominal fee"). So I will wait for the PHB, maybe.
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How is Aurics band doing, did the PCs kill them or even leave them in friendly terms, When the PCs think they get mangled between Kyuss and his minions (let them sweat, in the end they took the risk to go directly to the center of it), one of the minions gets skewered by a sword and the widely smiling face of Auric appears, the Elf rogue (forgot her name) stepping from the shadows and a cantancerous wizard blasting undead to pieces. And Auric says something like: Hey guys, are we late for the party, I heard you guys have an appointment to kick some god's ass. Don't worry, we will take care of the other guests. Sure if Auric is dead, you could still have Celeste and some celestials appear and free the PCs backs.
They could even bring some equipment or you could decide, or roll, which tasks in Alhaster they could perform before.
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Hi Paizo community, I need your collected creative pool. I will move at the end of the month and am looking for a possibility to end my campaign with a big bang. I tried to speed it up (as discussed in another thread), but holidays, a business trip and other things messed up the schedule. I have about two to three sessions left (maybe I could squeeze in a long session somewhere. The PCs are in the Spires of Long Shadows, I made all monsters on the entrance level frozen in time and the harbinger teasing the PCs as his "guests", while they had the visions. They now entered the lower level and the harbinger told them, that the monsters in the lower level will be alive and await the PCs.
That's where I am now, I could call it a day and just have the PCs level to 19 or 21 and fight against Dragotha or Kyuss himself, but would be much happier, if this would end now in a more organic way. I am thinking hard, but have no idea how to stop the AoW at this time in a decent way and hope that anyone has a good idea.
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