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Running this next week and doing some prep.
Andrew Christian wrote:
because then I didn't have to have a quiver full of whatever special ammunition I might happen to need in the game, only a few. Silver, blunt, cold iron, adamantine. why is it fair that a first level spell (aspect of the falcon) can give you the equivalent of a feat (improved crit) and a good bonus to perception that would otherwise cost you thousands and thousands of gold in magic items to obtain? there are many other examples, but that's probably the most extreme.
because its magic!
Andrew Christian wrote:
so at this point the only use of the spell is to give you something that effectively costs pennies. so it now has basically NO point.
the second printing of UC still has the error in it. The heavy wagon has the same team of animals the medium wagon does, which is a big giveaway that its wrong.
as an aside, if you have all these wagons, and two chariots, why not just tow one of them, rather than carry it?
not sure this is a good idea. on the one hand limiting access will be great for new players and new GMs alike, but on the other hand, based on my experience with LFR, adding more replay will make it harder to get people to GM. I'm also not thrilled with the concept of having to have a second character on the fly. Show up to play a 5-9 or 7-11 and find out one of the players signed up with his core PCs because he's replaying? and you don't have a CORE pc of the correct level? so now you're playing a pregen or nothing?
I still miss the Core/Metaregional/Regional scenario system of Living Greyhawk.
A man is now a seeker...
Eddie Arlette, my third 12th level PFS character
buy 5 adamantine arrows, and get the spell abundant ammunition.if you can get your bow to +3, all arrows are treated as cold iron and silver.
if you are playing an archeologist, you also want to consider fate's favored trait, increases all your luck bonuses by one. This can improve many items down the line, like the Jingasa of Fortunate Soldier, Dragonbone Divination Sticks, and others, depending on your build.
I understand that also. But for those who it doesn't work for can organize longer games on weekends, or try to catch it at a convention. I imaging that's how they are playing the sanctioned mods (effectively 3 rounders) now anyway.
They need to go into a two rounder with that understanding. Find a schedule that works for two different dates, or play it at once at a con or weekend. there's nothing wrong with a little planning.
Michael Brock wrote:
I'm not sure if we're talking about the same thing. I believe you're talking about, is a piece of fluff story we can point to and say, "we did that", and what I'm hoping to see is something that impacts the direction of the campaign. right now it seems that the plot for the season is fixed and the faction stories don't really have anything to do with it. for example the plot for scenario 22 should be based on the outcome of reported results from earlier in the season. or maybe it influences events in the next season. There's no carryover storyline from season to season. The "fiend" series was an example of what that could have been...events from one scenario could influence events in the next scenario in the following season. Right now the "season" concept compresses a story line beginning to end in one season, but the development of the product lead time means that you don't really get much feedback by the time the story is set for scenarios late in the season, and so it appears that we don't get to really influence events much, as a campaign. sorry if I rambled a bit there, but does that make sense?
John Compton wrote:
I played LG for the last 4 years of the campaign, and most of the games we played were at cons or game stores. Two-rounders can easily be scheduled at cons (many are running 3 round modules all day long now anyway) and when we scheduled them at game stores at night, we would simply schedule it for two sessions, one week following the other, or some other arrangement. You just don't play the character in something else until you finish the two-rounder. worked for years, no reason it can't continue to do so.
It might be useful to have the monster stat blocks in an appendix to the adventure, rather than with the text. That page can just be text and printed out separately from the adventure to help GMs. a lot of the time the stat block gets spread over two pages.
the Gamemastery Guide has also been used several times as a reference for adversary stats, not just the new NPC Codex.
I like the inclusion of the blank maps that we can print for the players.
I'm not sure the faction change goes far enough. Using the dark archive example, you need to get 10 texts. say you get them. what developments will getting those texts have on the direction of the faction? Sure, I get a reward, but why did they want them in the first place? what is the outcome of getting that goal? Are the scenario reporting information blocks going to have checkboxes to let paizo know how many players get to the 5 or 10 goal benchmark?
I also would not be so harsh about games fitting into the 4 hour block - I would go the opposite direction, and revive the concept of the two-round adventure. To date, only Eyes of the Ten part 1 has been a 2-rounder in PFS. But previous living campaigns used them often.
I'd also love to see PFS depart from the simplified XP system and go back to using regular medium track XP rewards. The simplified XP system has given rise to a lot of issues, both perceived and real, in dealing with wealth by level. Change the Tier/sub-tier system to an more reasonable "within one level of the subtier" rule. Currently you have strange results where a level 4 can play down into a level 1-2 game but cannot play up into a 5-6 game. With medium track XP and wealth, playing up or down evens out - you are also getting more XP when you play up to account for getting more wealth, and less XP when you are getting less wealth.
something to keep in mind for season 7.
Jade Regent can be done Mythic, but you would half the time it would take the PC's to complete the AP.
only if you run the encounters as written. I've put some mythic in my JR campaign starting with forest of spirits, and we're about half way through book 6 now, the players are Tier 4 or so. It is a lot of work, because I'm adding about +5 CR to every encounter and switched to slow progression, but really, even that doesn't do it once you're above +2 CRs...there needs to be an XP adjustment for awards once mythic is included and not just slow progression. something that fully accounts for Tiers that characters have.
You can add Vincent A.'s table, he ran us though it a couple years ago, those characters are now 19th.
I'm open to running it for a sacramento area group if one gets together.
Ciaran Barnes wrote:
yeah, have to agree with this. As a DM I approve players who play in home campaigns. I didn't invite you, you're not playing. bringing in a new player is usually fine though, but you needs to give a heads up to see if there would be an issue. bringing in an unskilled new player to a high level campaign is discourteous to the other players, high level games aren't for teaching in my opinion.
You can only have one trait of a type - Racial, Faction, Regional, Combat, Faith, Religion, Social, etc.
You can pick up additional traits later on through the feat (which I've done on several of my PFS characters, they can be very useful) but yes you need the source material, though there quite a few available via the free downloads previously mentioned.
I have an intimidation inquisitor and I'm interested in this spell but its description is a little confusing. The Range is "personal" and the target is "you" but in the body of the text description, it describes the bonuses you get and how they apply to ONE creature.
Now, this spell lasts for 10 min/level, so I'm thinking it makes for a decent long term buff. So my question is,
A) do I cast it, and the bonuses only apply to one creature at a time?
Furious Courageous weapons, both Furious and Courageous are +1 enhancements, but when raging they make the weapon more powerful then a straight +X. First of all, Furious increases the Enchantment value of the weapon by +2 when raging, then Courageous increases any morale bonus hint, rage gives morale to Strength and Constitution by half the Enchantment of the weapon. This means that if you have a +2 Furious Courageous weapon that the weapon is +4 when raging and gives an additional +2 Str/Con when raging all for the cost of a normal +4 weapon.
and it won't get through material DR all the time.it was REALLY +4, it would count as silver, cold iron, and adamantine, ALL THE TIME...
In my opinion, the most effective weapon you can use is a +3 adamantine Holy weapon...gets through most every DR, and ignores hardness of 20 or less.
played this over the weekend. took us about 6.5-7 hours, and the swarm combat was just annoying.
I really don't see how anyone can expect to run this in a 4 hour convention slot. There's lots of explanation of new rules mechanics using the armies, there's lots of army combat, then when you get to use your actual character, you fight a mob, which has its own special rules. great.
Paizo should consider this an opportunity to bring back 2-slot adventures. Two slot games were not uncommon back in the days of LG, so many of the PFS demographic understands how they run.
no, sacramento. I am originally from St. Louis though, coincidentally :)
Lived in Jennings...
what nefreet said. Your best bet, and most efficient use of coin, is +3 adamantine holy weapon. +3 weapons count as silver and cold iron, and having the base material be adamantine rather than steel and going for +4 (where the pluses make it count as adamantine) is now it ignores hardness 20 or less and has the improved hitpoints and hardness itself.
Owen K. C. Stephens wrote:
my biggest problem with SAGA was using skills to attack with some things and BAB to attack with others.
that's why our group switched to a Savage Worlds star wars.
Dale McCoy Jr wrote:
could be certain races all could qualify with inherent spell like abilities.
its the rules bloat, and the 'power creep' for me. in something like PFS it becomes harder to judge because you've got a whole nother book of classes you need to be fairly familiar with so that you can tell if players are using them correctly at a table. in a home game or campaign its not as much an issue but in pfs everythings open
Eric Saxon wrote:
But there are things other than that that you can also do to get that last exp. There are even a few lvl. 18 groups running around. Apparently one in the Bay Area here in CA is also in the 18+ range.
One of our high level group is in the bay area, the rest of us are in the sacramento area. We played runelords part 6 to stop our PCs at 19th.
So no more Pageant of the Peacock. I don't mind to much, but I imagine there are going to be some angry bards.
Yes, my Kitsune Bard Archeologist/Divine Hunter Paladin/Zen Archer Monk is pretty upset at this. I only ever used it at the beginning of the adventure because it takes a standard action to use so was never useful in combat and with the Archeologist's limited round of bard song (ie luck) I really never used it a whole lot.but it hardly matters with all the changes to factions this coming season I'm questioning whether or not I want to continue playing PFS. I mean, as overpowered/broken as a lot of combat options are, I never would have expected something granting knowledge would be banned from PFS.
Legendary Games has three plug ins, Under Frozen Stars (book 3), The Baleful Coven (between 2 and 3) and Road to Legend (Book 1).I believe the hags got bent out of shape over Goti Runecaster, but that's from memory, so I might be wrong.
On the Forest of spirits thread there's a lot of info regarding encounters around the house of withered blossoms gardens area, that had been dropped from the book.
I added baleful coven during book 4, but had to pump the CRs quite a bit, I think +4 for my group. Haven't seen any further legendary plug ins for book 4-6 yet.
I've also added Mythic to my campaign, and the group is now mostly Tier 4 in book 5. I instituted slow XP progression at 13th level as the mythic started building up. I've scaled back Mythic power attack. With all the plug ins and random encounters my players are 1 level ahead of where the mod wants them (+1), I also have a 6 player party (+1), and 4 tiers of Mythic (+2) so I'm rewriting each encounter +4 CR from here on out, at least, might be more by the end.
I suspect is has more to do with convention play where people get introduced to the game and plan an intro or low level scenario, and then never play again.