Pretty much everything TS said. I'll add a bit of a cheater response, but its one that I hold dear.
I don't want a game where sensible is the nest way to play. It's a huge part of the escapism for me. I remember when I was a kid, Phil's (Kappi's) older brother was the first to tell me how people really acted in a firefight. Totally makes sense in the real world sense. But I enjoy charging dragons, swinging from chandeliers, and running down a hall like Ol' Jack Burton. Oh and needlessly elaborate dungeons are near and dear to me. Logical architecture doesnt factor into it.
Don't get me wrong, I get you, and games built on your points are out there. A super strictly run GURPS game, Aces and Eights, etc.
Pathfinder, for me, delivers the balance between childhood fantasy and realism that suits my tastes.
Also, Paizo THRIVES on feedback. I've met everyone on the design team. They're gamers through and through. They love the data.
Okay. This was fun, but "de gvstibvs non dispvtandvm est.". Back to the regularly scheduled program. :-)
-Posted with Wayfinder
Am I missing something? The "Actor of Eleven Acts" is missing the usual "cross this off after using" component.
Congratulations! Castamir is ready to go. His sheet isn't in his profile, but I can get it there.
Lisa Stevens wrote:
Not to mention the quality is outstanding. It's 1,836 pages of awesome. Thornkeep alone is enough to convert a staunch 1e player. Keep up the good work Lisa. Gencon was amazing. Paizo is the one and only reason I need to fly half way around the country to attend.
Well, this group survived Bonekeep without a death, the Special too. I don't mind hard at all, really (I'm itching for more Bonekeep)
I tries to post a much more detailed reply, but couldn't connect. So here's the short version :-)
1. We opted for not hard mode, so I think we went in expecting a hard game, but normally so.
2. The front loaded encounter was just too hard. The enemy had a suite of buffs cast that made us all ineffectual. Fleeing for our lives 4 rounds in just made it not fun.
3. Bonekeep's challenge was more fun I think because the difficulty was an "8" in every room. A constant long struggle. This was set to 11 early on.
4. So, hard is good. But unlike the opening dragon in RttToEE, the only hope was having the one and only "key". you couldn't circumvent, skip, etc.
All things considered, 40ish tables over 6 Gen coins, and only one sour experience is pretty good.
Well, our party was well equipped. The same party left Bone keep successful and the Special too. Not a single party death. First three rounds saw the party down 4 characters (one INT drained into a coma.) Even saves in the 30s failed.
Meh. I like hard (Bonekeep was great.). This was not fun.
Not normally one to complain, but I have to say, the sheer deadliness not even on NOT hard mode made this my first unpleasant experience at Gencon and PFS. The crazy high numbers and magic far beyond our capabilities made us run 4 rounds into the first encounter. The time was wasted (and money). I'm hoping this is an anomaly and not something we will see more of.
Crazy killer DM (Didn't seem it, he kept apologizing and saying he felt bad), or crazy module harder than normal?
1. Took me about 90 minutes to audit and copy (just going through the ARs in order) 7 characters, ranging from levels 2-10. It was super easy. Sure it's a bit tedious now, but if I were just starting out, it'd be smoother at the start. Some thoughts:
2. I uncovered 3 mistakes on my sheets where I had purchased the same item multiple times. Nothing major, but a few little things.
3. Tracking potion expenditure is pretty much impossible for me on the inventory sheet. Potions I cross off when used, but I don't have the dates they're crossed off. Going forward it'll be easy, but it's a pain copying them over now. (Not really a complaint, just an observation.)
4. Wands are easy to keep up with because I've been using a wand tracking page with my sheets since season 0. I just make a new card for each wand and pen in the date the charge gets used.
5. I like it the changes. The one that we're discussing in my group is the change to pervasive conditions. My friend reads the new rules to say that if you can't clean up Blind, Deaf, etc then you're dead.
What about the Password to a Symbol spell? In the middle of combat, you want a Symbol to go off, is that the free action of speaking, or the Standard Action of activating?
Evil Lincoln wrote:
210. If the Wizard player calls out for the session, the game is off. Do not attempt to play without him, even if he says someone else can run the stats.
We had a standing joke about this. We'd always call the player who cancelled and say, "Dude, we found a book that radiates magic, but we don't know the school. The DM specifically wants to know which one of us reads it. We volunteered you." It was funny every time.... until the day it wasn't a joke.
Thanks for the feedback!
Savoir-faire and fast-talking are from GURPS. There are some contentious ones in there, and some even make me cringe, but I didn't want to edit too much as the nostalgic factor is pretty high. I wrote this so long ago that I'm studying it myself before playing Bonekeep at Gencon this year. :-)
From an old list I put together at the beginning of 3.0e. Apologies for any references that need to be edited. Please, by all means, ADD to the list. With special thanks to The Tomb of Horror's Roger's Rangers, my gaming group, and misspent youth
1. Doing ANYTHING in a dungeon can get you killed. This includes doing nothing. Therefore, act. Tis better to die daring awesomely.
Vic Wertz wrote:
The custom one I built and used for a long time was both. The two inside panels were landscape, and the two outside panels were portrait. I never completed my plan of making the outside look like a castle. That would be a packaging nightmare I would imagine.
Thank you for the clarification. Man, I have to accept the fact that I'm not going to make it. I don't see getting my character to the window in time.
The hard work is appreciated nonetheless!
I would gladly give Paizo even MORE money if there was a folio of cheat sheets and record sheets for the various systems presented in Ultimate Campaign. I picture something like the Character sheet folio mixed with a DM screen.
And yes, I'd pay good money for an app/tool to manage kingdoms.
I was in the process of designing my own flowchart for down time when I had this idea. I'll definitely try to sell it to everyone who will listen at Gen Con.
I'm okay with this being part of the Core Assumption. (As my list of subscriptions show, I've gulped down the Paizo kool-aid.) If it's added to the PRD, then the burden becomes even less.
I'm now having to adjust play with ACs. As Mike noted, I see them a lot, each of my 3 campaigns has at least 1 in them. Regardless of the RAW or RAI, I have a comfortable and reasonable solution for the AC going before the PC: If it's a free action (no push) you can give it the command. If you have to push, then the AC defaults to it's last command until you can give it one.
I'm just now running this campaign via PbP. Most of the PFRPG conversion is either easy or already done. But as far as Blood Veil, is it simply 1 save to overcome? Quick search produced no viable results.
This is the official thread for the Pathfinder Society game. As such, the house rules are simple, there are none. Pathfinder Society is run by the book. Make sure you're up to date on all the rules and differences with Society style play.
Dude, don't you get the email update thingy?
....There is another Skywalker.... I mean solution. I'm loathe to do it, but I have a *little* more time than I previously had.
IF 4-6 of the most frequent posters (or someone else we know who isn't in but would be) want, we can start doing Pathfinder Society PbP. It's a very different way to play, but a lot of fun. The rules are MUCH stricter with gear and there is no role-playing outside "the mission." But since I'm not running PFS at the table right now, I'd be willing to make a go of a scenario. I'd run "In Service to Lore" which is an introductory adventure. It's designed to introduce gamers to Society style play. If you're looking to relieve any gamer "blue balls" it should be people willing to post A LOT.
This would be in addition to Curse of the Crimson Throne.
Gaius, when you turn around and look back down the hall, everything becomes clearer than ever With an effect not unlike a dolly zoom This time, things are different:
1d20 + 19 ⇒ (15) + 19 = 34 You catch that there are a series of pressure plates, designed to go off only when three or four of them are depressed. Looks like some of the skulls are designed to spit acid of some sort. You think you've got the chops to disable it, on your best day. It's the limit of complexity for anything you've ever tried before. Furthermore, there seem to be a trio of the skulls who are moving ever so slightly, as if watching you. Without your magically enhanced vision, you're sure that you'd never have caught it.
There is an aura, almost obscured by the mud. Over time the aura comes into focus. It leads you to a vial, the contents of which are the source. It's too big to be a potion, not viscuous enough to be an oil. Must be some kind of elixir... You find that you must push components of a skeleton aside to find it.
Odric tears the beast apart with a single swing of the Eagle. The sound is as disgusting as the smell.
With the room now cleared of the monster, there is no danger. Likely your clothes and gear will need magical cleaning.
Grym and Sandor advance with caution, ready to explode. Ferox keeps his position and lets fly. The arrow hits home, prompting a "FOOD IS POINTY!" from the beast. Morkeleb follows suit with another blast from his well used wand. Odric gets as close as he can with the Eagle up.
The monster takes action, inching to just out of range of Odric's wind up. He lashes out with his extra long reach. The first is a vicious bite attack on Sandor:
1d20 + 7 ⇒ (13) + 7 = 20. Sandor is saved by Dwarven engineering....a good shield. Ichor and sickness drip from the teeth. The lascerations may be the good part of getting hit with such a bite.
Two tentacles also lash forward, against Grym and Odric:
Grym: 1d20 + 3 ⇒ (7) + 3 = 10
Round 1 is complete. Begin Round 2! Map is here.
As the three scouts advance in, the room is noticeably darker than the laboratory you've just left behind, but still there is some ambient light. It looks as if some experiment went awry. The majority of this room contains a nasty-looking stretch of mud—a partially collapsed sinkhole—kept damp by rivulets of water seeping from the walls. A patch of solid ground extends into the mud to form an island, on which is heaped a reeking pile of body parts. To the north, a rickety wheelbarrow sits on its side against the wall. You all notice at once a disgusting creature to the southwest. The three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. In clear Taldane, it shouts, "WARM FOOD!"
Both groups see each other, no one is surprised. Initiative!
Ferox: 1d20 + 7 ⇒ (3) + 7 = 10
Grym, the western egress from this room is a naturally formed hallway that seems to last only 3-4 yards before opening into another room. You've never visited a necromancer's lab before, but if it smells like this combination of a charnel house and cesspool, then truly they are a depraved group of individuals. It's hard for you to focus your senses through the miasma, but you think you hear the sound of dismemberment on a large scale, and some kind of muttering coming from a voice so deep you can't really understand the words.
Gaius, make a Sense Motive check.
The creature seems to understand the Undercommon sentence. I think Rolth is gone. Maybe. Experimenting somewhere. Maybe in experimenting room to the West. Check. I give you good info. Let me run away."
You know what's funny? Even after playing Pathfinder for so long, I have no idea what the XP totals are for levels. I could tell you each class/race of Basic edition still, but in PF the ONLY characters I've ever had are Society play. They need 3 XP to level up, and you get 1 per successful mission....
Now that you see him up close, you realize he's not a dwarf at all. He's a near albino looking gnomish creature. His eyes are milky white, and oddly enough he has only 3 fingers and a thumb on each hand. (Is he tied up or dead?) Amongst his normal looking armament is an odd weapon that looks like a stick with a hook on it and a line attached to the end...
The flying creatures are even odder. The creatures have two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.