Make sure they build their characters properly. Start at first level with a 15 point build and go from there. I wouldn't suggest limiting what type of builds the players can play as that is part of the fun of the game. Some players love designing whacky characters, so there's no need to rob them of that joy.
Just focus on keeping the game balanced. Start with the lower levels with a proper stat array and everything else should fall into place.
1) Start with a successful grapple in one round.
2) In the next round, continue the grapple (with +5) but instead of applying damage, the grappler opts to throw the subject of its grapple.
3) Compare the weight of the subject with the strength of the grappler to determine the distance of the throw.
Example: Our half-orc thrower with a STR 18 can lift 300lbs. He hoists an enemy fighter in armor over his head. He weighs 200lbs with 75lbs worth of gear for a total of 275lbs. That's a 25lb pound difference which is the equivalent of STR 2 for a total of being able to throw the fighter two feet rounded up to one range increment of 10 feet.
CMB +5 for control vs CMD. For every 5 points by which the target DC is exceeded add one range increment to the distance thrown.
4) Apply falling damage to the thrown target. 1d6 non-lethal damage for the first 10' plus 1d6 lethal for each successive 10' thrown.
The thrown target is allowed to make a reflex save for half damage vs the DC (CMB result) of the throw to roll to their feet. Failure results in them landing prone and taking full damage.
Repeat as necessary.
Pizza Lord wrote:
Do you have a source for that anywhere by chance?
I hope we get more information on just how the whole "Runelord" title works. For a long time I thought it was the basic "assassinate your predecessor" to gain the title....but James stated somewhere that's not exactly the case.....
Doesn't one just claim the title and lay waste to dissenters?
I wouldn't spend too much time worrying about disparities between your players' character builds. There should be situations where the martials shine and vice versa for the casters. If the martials are dominating EVERY encounter you throw at them, then you need to vary your encounters a bit more.
Trying using swarms or troops from time to time. Throw in a haunt every now and then. There are endless combinations that can be used. Published adventures are very good at varying encounters, whereas homebrewed GMs might lack the experience to mix things up so well.
If you try mixing things up without success, then I highly recommend picking up a proper Paizo written module or adventure path and running it. They'll do the hard work for you and you can still have fun customizing it to challenge your group.
OK. Keep holding out for that then.
There won't be a print on demand. That's not how Paizo's business model works. They print a stack of books and try to sell them. If they made them available indefinitely, the scarcity of the books would drop and devalue them tremendously.
Buy what you're interested in before they're gone. That's the option.
It costs a swift action to activate, but the action economy still requires the standard action to cast the chosen spell. Wild Arcana is limited to spells with a standard action or less casting time.
This was a commonly misunderstood rule in the early days of Mythic Adventures and one that continues to get misused unfortunately.
The PCs finished Navah's tower last night. I changed the motivations for Navah's argument with her mother to be a conflict about how to deal with the encroaching blight spreading through the Fangwood forest. I thought this would be a good opportunity to foreshadow the need to deal with the events of Prisoners of the Blight.
Navah's tower was a very fun side mission to the main subplot. I really like how the tower encounters are balanced between combats that can or should be avoided versus a couple rather deadly encounters with primal or mindless beasts that can't be avoided. It made for a great mini-adventure against the greater backdrop of the encroaching war.
That's cool. I never noticed it was the swashbuckler before. I never looked close because it was so close to the center of the book I use to run the adventure. When I ran the doppelganger encounters, I used extra pawns of two of the players' PCs to act this out. It wound up being a really fun encounter.
I've been running mythic campaigns for several years, so I'll try to offer a few answers.
1) Let them pick their own paths. Just tell them at the end of the preceding session that you plan to add Mythic and that they should choose their path and abilities before the next session. You can then simply tell them when their mythic tier becomes active.
2) If you want to pick for them, you can certainly do so, but building one's own character is always part of the joy of playing D%D, so let them pick if possible. Generally, the combat classes go with Champion. The arcane casters usually choose archmage. The others may not be so cut and dry. It really depends on the play type of each player.
I'd recommend using the Mythic Heroes Handbook for expanded options, however if you want to keep it simple you can just run the first tier from the Mythic Adventures hardback book.
Even if you don't run the Mythic Heroes Handbook, you should grab the pdf of Mythic Solutions from Legendary Games as it discusses several areas of mythic play that have been confusing for players. For example, for years, players thought they could do swift spell casting by using Wild Arcana and this is simply not the case. It is a swift action to spend the mythic point to activate Wild Arcana, but then it still costs (and is limited to) a standard action to cast the spell.