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Curthew

Coridan's page

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules Subscriber. FullStar Pathfinder Society GM. 1,737 posts (1,743 including aliases). 2 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.



Tours would be awesome. You could set up the cubicles behind glass and watch the creative process "in the wild". Also like at the zoo you could have little signs with brief histories of who you are observing. The signs should be formatted in standard stat block layout to avoid confusion.


Look at it as Green Lantern has DR x/Yellow. He's resistant to stuff EXCEPT his nemesis. Your celestial powers protect you against "3rd party" sources of damage, but evil still "gets to you" since you're "made of" good.



Paizo Employee (Creative Director)

ShadowFighter88 wrote:
James Jacobs wrote:
No. That is not a large enough topic to fill the minimum amount of pages a hardcover book requires. It could certainly make a compelling section of a book, though.
It'd be perfect to include it in a second Gamemastery Guide. The question is, what else would you put in there that wasn't covered in the first one?

Exactly. And since we're not fans of putting a "2" after a book title (with the exception of Bestiaries), we'd even need to come up with a new name for a Gamemastery Guide sequel.


In the Ravenloft adventure "Feast of Goblyns" there is an encounter that includes 180 skeletons.

For some reason, that's always stuck in my mind.

In my first outline for Carrion Crown I included a note for the author of this volume to figure out a way to really capture the feel of hordes and hordes of zombies. 180 zombies, maybe?

The thing is, that with the game's tactical nature - not to mention the power level of the PCs at this point - asking the GM to throw 180 enemies on the board and roll and roll and roll every attack (especially when probably only 20s are going to actually connect) is madness.

So the zombie horde element went away... or, at least, elsewhere.

Anyway, if you want to make the second half more "zombie apocalypse," you might want to try big groups of enemies. Don't know how effective it'll be, but you know throwing a few dozen minis on the table is going to be memorable. And if the PCs blast through them, well, turns out they're badasses at this point and should get the occasional chance to feel like it.

Alternatively, although it's not a perfect system and we've never adopted a similar deal in the Pathfinder RPG, you might one to check out some of the rules for mobs (essentially "people swarms") pioneered back the Dungeon days with Shackled City and elsewhere.


Alzrius wrote:

Erik, I'm interested in what you think the fluff/crunch ratio of a non-epic "high-level play guide" would be?

Personally, I see such a book as being something along the lines of a specialized GameMastery Guide; it's not so much about new rules as it is effective ways of utilizing the existing rules when they become eminently practical (for the players), and injecting greater verisimilitude/internal logic and consistency for the PCs' abilities and actions.

This involves things like how to deal with the scry-buff-teleport "problem," questions of fame/renown affecting the PCs' daily lives, how to take the game "beyond the dungeon" (by which I mean dealing with the fact that the PCs are major players on the national/world stage, rather than using planar/nontraditional "dungeons") - which may include issues of rulership (possibly invoking the spirit of Kingmaker) - and other concerns that are unique to the higher levels.

Ideally, an epic level book would deal with all of these concerns in their magnified, epic context alongside the necessary new rules.

I find myself largely in agreement with what you have posted above.



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