Honestly you and the player need to work this out. This sounds way more like an issue between the two of you that's heading out of character.
If i were GM my take would be Restov told you you had the right to put and unrepentant bandits to the sword and given their own issues at the time I don't think they'd like you sending them the rabble you capture. I'd also point out that Abadar's viwe on banditry by his paladins is as follows:
Bandits are a plague. Under my will they come to justice.
So the standard LN may be even more hardline. They'll get a fair trial but it also means it will not be weighted much by mercy as they're very by the book.
Still I think this is a more personal issue for you and the witch's player so you definitely need to talk this out.
I was under the impression the cyclopes were something that had previously inhabited the region and they were all moved out or long dead (except Vordakai and his undead) by the time KM rolled around.
Much reduced stragglers in our case. We came across a tribe of about 30 so not a major entity but still valuable for allies.
The way our DM did that one was introduce a pair of eccentric chefs who would basically throw down iron chef style with rare ingredients which would bring in a pretty good haul to the location they did that in. We had to go near that area anyway to seal a truce with a cyclops tribe so it wasn't a huge logistic issue. He also turned the random dead noble in the woods into a brevoyan murder conspiracy which turned out excellent.
I don't know if there's a hard rule for how it works, but I would at least allow the player to tell they aren't wounding them as effectively as they'd expect. I would require some kind of check to determine the reason (perception for disguise with maybe a bonus after the first swing, not sure about other ways)
Have you asked them why they stay in so much contact with Restov? I'm just wondering if there's been some kind of miscommunication down the line.
I do think some are missing it's no so much the players want to quit as they don't really get why their characters would keep going and not buckle down. Lincoln's idea seems the best discussed for how to get the characters invested in the current mission.
Lumiere Dawnbringer wrote:
The penalty only applies to evil characters and even then it's only one negative level. Neutrals can use holy just fine.
In my case the group will be 6 players so going to have to add about 25-50% new monsters prob close to 50%, they are vet players who tend to build good solid character and work well together. I am a very experienced DM having run for longer then half the group has lived lol but I want to run this modual as close to the book as I can. It seams however like the 20 point buy should not b a issue as much as the 2 extra players. with luck we won't get any healers again as the last game without healers was a hell of a lot more fun then when the group has healers a plenty
There is a 6 player conversion for each book that should be posted in a sticky in the KM forums.
Speaking as someone who is currently in a group with pcs that run around the 50 PB equivalent since we enjoy high power and high risk (every array is up for grabs and it lets us try typically MAD builds that area pain under standard PB) here's a few things that our DM has done to work around this. Every encounter is at least doubled in size if not tripled sans bosses (they get more mooks/meat shields anda couple levels) For some of the encounters it can really amp it up. Second anything he deems too weak and encounter is taken out. It's just an empty hex and this helps him keep our levels down to compensate. Our GM is new as well (long time player) and what's helped him a lot is keeping open dialogue. What works for the encounters, what isn't, what may he have not seen that the more veteran dms in the group would propose, etc. You can reset them to the PB if you feel more comfortable, but it's very doable
I'm remembering similar discussion before where they were talking about SA not triggering if the initial weapon damage isn't enough to get past DR. Never played it like that in home games, but this forum tends to aim for as RAW as possible and I'm not sure if that was the final conclusion or not.
You're definitely looking at some potential for a blow up. My main question is how long have you known these guys. The rogue in our game would often skim things before official looting, which our DM set aside an extra pool of gold in addition to standard loot that she could get based skill checks and whatnot. We've also been playing together for at least 6 years, several having gamed with each other for far longer so it's not an issue for us since there wasn't any direct hindrance to the party because of it.
That said Andy does sound a bit jerkish so you may want to discuss it more (is it him just trying to find some extra fun with a character he's kind of bored with vs just playing kind of a jerkish character.)
Given that we needed to get special items in order to effectively breathe at that height in our game (not sure if that's in the core books) I could see giving a round of actions before it kicks in, may two but that would be a pretty severe blow to the spell.
I think the issue with that trend in fantasy art wasn't on an individual basis but because it became near ubiquitous. For several of the women in my groups the fact that nearly every book cover, piece of art, lead mini, etc. used to trend towards that kind of submissive cheesecake really put them off because it gave the impression that female characters are for fanservice and little else. That coupled with several horror stories from earlier attempts to break into gaming put them off it for decades. Using such aesthetic for a purpose is fine, it's when the scantily clad seductress becomes the standard because female that it's really problematic.
Depends on the crime, how public the punishment was, and how easy it is to tell until he speaks. If severe and very public I'd say people probably try to avoid them for reputation sake. It's possible to talk with tongue damage but it's difficult and takes a long time to adjust and even then it's still hard to enunciate. If it's not well known what happened then I could see the player using one of the compatriots as his speaker as part of his nobility. Sign language is useful in general for parties. My group tends to create one around the level 5 mark in case its needed (and to help if we have druids in the party).
Speech is going to be difficult. I would rule a linguistics check to see if they're understood would be appropriate. if a spell caster some form or spell failure chance for all spells that need a verbal component would also fit.
From talking with the female players in my group, there is not a major divide along gender lines for the types of games they enjoy. Some are powergamers, some optimize to concept, some like odd builds, etc. By and large any lean toward the more "theatric" types of games a la World of Darkness was largely because those groups were more open to letting them play compared to a lot of D&D groups they encountered.
You need to make the game will be interesting to everyone so just sit down and discuss what. There's really not a gulf in what women prefer to do in pathfinder compared to what men like to do. It's all up to individual preference and trying to cater to some imagined gender line could backfire. Just focus on making it fun for them and you and you should do great.
Aaron Gillespie wrote:
What are some of your other thoughts because I don't see how they're any better off than the militia without proper arms. Slightly more impressive, but functionally the same thing. It sounds like you may want something spicier than a simple goblin raid. May de-level one of the goblin heroes a bit and have that as the centerpiece? If your concern is that their defeat of the normal goblin raid is as heroic as you'd like, taking down one of the known leaders may be more what you're looking for.
Elaborate on the divine intervention then because it does not read that way at all. Even if it empowers the PCs, I still find DEM a poor idea. For me, either I can achieve it through their own means or I face a truly terrifying foe that makes me save what I can and nothing more.
Our DM for Kingmaker is a long time player but first time DM so we keep a pretty open dialogue about how the games going (the balance of fights, story threading, etc.) and he's managed to do some really neat things with the side quests. Wanted to see how other games had made these more than fetch quests. This can include spoilers so my example will be under a cut.
Our DM took a look at the quest involving finding the corpse of the noble who slipped and fell on the road to Varnhold, found it too boring, and turned it into a murder mystery. We trailed the group who killed him through Nivkata's crossing and back to Restov, finding the culprit to be a well known merchant who had obtained the services of a cacodaemon (CR12 3pp version). He had taken to murdering families of nobles and taking broaches and rings bearing their crests as trophies. We used the cover of our queen wanting to be fitted for a dress for the lord of Restov's wedding to secure an appointment. He tried to flee half our party following after him while the others stayed to deal with the cacodaemon (who was taken care of with a lucky dismissal). Those of use who followed went on a small teleportation chase that ended in him teleporting into a tree before being dragged before the sheriff and executed.
Our DM actually upped the ante by pushing it to dr 15/bludgeoning and good. Only the cleric could fully get through the damage and a lucky parting shot with a lightning bolt was the only thing that kept him from escaping.
We're planning to use this, but out of the gate the ones that change alignment or inflict continuous and scaling penalties don't sit well to me(though may be misreading the full impact). While it is my group's general agreement that there are too many that function as "make a easily achieveable or bad things happen" and adding a bit more direct spice to the events would be good, I find alignment to be an area I prefer solely built around what the players do as opposed to a random chance event. Those are the only two that I feel your list could do without.
Judgment from the old hellknight class is not the same as the inquisitor. This is back from 3.5
Judgment (Su): Starting a 12th level, a Hellknight can make a mighty blow against any creature he believes has committed a crime or is actively attempting to sow disorder. This attack is treated as one use of the Hellknight’s smite chaos ability and, should it hit, deals additional damage equal to the Hellknight’s level. This additional damage is dealt regardless of its actual alignment. The creature does not actually have to be a lawbreaker to be affected by this effect, but the Hellknight must believe it is. If the Hellknight uses this ability on a creature that is not actually opposing the will of law or for unfounded reasons (as determined by the GM), making use of this ability is considered an evil act.
The only way I'd be even remotely willing to let it work with the current smite mechanic is reduced uses, maybe taking away dr piercing and armor boost (similar to what party members get from the oath of vengeance aura of justice as opposed to full smite). With that damage could be kept the same, especially since I don't see anything really fitting a double damage target for them. I would still highly recommend an active in world punishment for improper use (it also seems like it could help bring in clues about the evil faction when a paladin is stripped of his powers but truthfully does not believe he did a sin) especially if you're giving this as an option to players.
Smite anything is really powerful. While limited, the alignment restriction also keeps you from exploding the non-evils sent against you. Just strikes me odd as being able to smite a dread necromancer to the same extent as a random bear in the woods.
What are you aiming for with this idea? Who would they largely be against? Hellknights get smite chaos since they're devoted to law utterly for example. Is there a specific foe you have in mind for them to be approaching? Looking at the class I would base it similarly off the old Judgement mechanics the 15 level hellknight prc had. This was the old version of smite from 3.5 but they could apply it to anyone they felt broke the law not just chaotic creatures. There were however repercussions at least in fluff. Abuse of the ability constituted a flagrantly evil act. Combine that with a reduced smite pool and it may work out but given the overhaul smite underwent I'm not really sure.
Our DM ran it that while they didn't keep any nonhuman crew themselves, hiring extra muscle for certain jobs wasn't too uncommon. That's how my half-orc inquisitor and the half-elf swashbuckler became the main contacts. We'd actually captured a decent few bandits alive and commuted their sentences if they worked with us in delivering the alcohol shipments. Didn't hurt that me and the elf were the most diplomatic members of the party as well.
It comes down to how you want to run it. With new players I'd probably play a bit soft on the prejudice thing just to make sure some don't feel dumped on for not playing human if you go pretty harsh. Infiltration-wise I I would have all needing to make charisma check to pass themselves off as bandits especially if their characters normally wouldn't do it. Not gonna say strictly which since I'd allow the RP to define success more than the simple roll.
Irnk, Dead-Eye's Prodigal wrote:
That was actually used a story & family hook for my character. Definitely made for some interesting feelings towards the end of the book
Given that it's a ninth level spell and requires you to be at 100 hp or less or it just fizzles, I would probably recognize more as a danger at that point. By the time you're usually facing those levels of spells ressing tends to be fairly regular. If dropped on a low level party for no reason then yes I would take issue.
Richard Leonhart wrote:
He can just put the adaptive enhancement on a bow and it will scale to him for 1000 gold.
Not really. I've dabbled in WoD and the Wahammer systems. I like the fluff but the mechanics are still off to me and this is after trying games in each several times. They simplify the dice rolling but add in a whole lot else that doesn't really have an equivalent for d20. It's a lot harder, for me at least, to really understand how to judge merits and such compared to spells and feats. The ones who DM usually give us enough to run the sessions, but by and large I prefer d20 since i understand the majority of it. Not to say I won't try others, but I don't see it becoming a consistent event.
It sounds like the easiest way for you would be to sit them down and say you want to try something new. It may help if you simplify the rules you want to run to a point since dumping a load of books for an unfamiliar system on people is not going to help. in the forays I've done the GM has usually done that for newbies since it makes it less daunting. options are open if you want them, but they make sure they have a core that's as understandable as they can do.