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Recent posts by
Danflor:
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Moorluck wrote:
Turin the Mad wrote:
Patrick Curtin wrote:
Danflor wrote:
I hate being an East Coast Gamer. Gencon, Paizocon, a decent gaming store... All are far out of reach. Woe unto me.
QFMFT
There are a few of us East Coast'rs "representing" at Paizocon as an FYI.
Wonder if next year we can file some sort of discrimination lawsuit and score some free trips? ;)
I know a guy who knows a lawyer...
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Ross Byers wrote:
Designing a Feat is a lot like designing a wondrous item: it needs to be simple, useful, and applies to all classes. So I'd suggest building a Feat.
I also wouldn't be disappointed in a 'Design a Spell' (or 'Design a Cantrip') contest, but that does exclude the non-spellcasters.
I think that designing a feat would be a little tricky because you have to work around mechanics more, so there would be a lot of repeat concepts moreso than with a magic item.
I was actually thinking about designing a spell too, but there seem to be more of those than magic items these days! ;-)
Wondrous items work so well, I guess, because the term is so flexible. What about extending it to more types of magic items? Or would that be too hard to compare?
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Mary Yamato wrote:
There are a couple of things we've found predictable. My player can generally spot where the obligatory dungeon is going to be inserted, and where the "boss fight" falls. His players identified the main villain of RotRL #2 based on a brief encounter in RotRL #1.
I think that the decision to do room-by-room dungeon descriptions is sometimes made unthinkingly; some adventures would feel a lot less stock if done in a different way.
My biggest predictability problem, especially with SD, is the handling of betrayal. Too many repetitions of "you can see you're being set up for betrayal, but you'll break the plotline if you don't cooperate." We had problems with that in SCAP and the SD scenarios look, to the best of my current understanding, very similar. My player sees these coming a mile away. He identified the traitor in RotRL #3 instantly, for example, probably based on consideration of character archetypes. In the case of SD #1 I think I'd better not run it as written, because he will see the betrayal coming and the PCs are likely to disengage.
The other thing that is bothering me is scenarios that promise critical information or tools to defeat the foe, but don't deliver on their promises. This happened in RotRL #5 and it sounds as though it happens again in SD #5. My player is becoming cynical (and therefore hard to hook) about promises of strategically useful information.
The large-scale structure of the APs is certainly predictable. The first couple of modules develop the small-scale detail of the starting location. The PCs are then forcibly removed from that location and sent off on increasingly distant missions. There is generally one symbolic "return to your origin" adventure later on, usually not a whole module's worth. It's hard to avoid this, given the need for radical level advancement, but it does make them all feel somewhat the same. I thought this was particularly a problem in CotCT, which had been billed as a single-setting city adventure, but it also troubled us in RotRL...
These are several of the problems I've run into as well.
Second Darkness is, however, the least predictable of all of the current PFAPs.
One problem may be that my players and I are running CotCT and Second Darkness side by side so they can pick up on trends more easily.
As a side note, we are all having a lot of fun playing through these and they are, on a whole, very well written.
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Timespike wrote:
2. Better iconics. I'll take Amiri over Krusk, Lem over Gimble, Kyra over Jozan, Lini over Vandania, Valeros over Regdar AND Tordek, Sajan over Ember, Seelah over Alhandra, Harsk over Soveliss, Merisiel over Lidda, Seoni over Hennet, and Ezren over Mialee ANY day and twice on Sundays.
Here here! :D
While I like Sam Wood and Todd Lockwood, the execution of the iconics was... shabby. Has anyone every seen a good picture of Mialee?
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Voss wrote:
How are wizards perfect with the pathfinder changes? Seriously, other than perhaps black tentacles they haven't fixed any of the problems with the wizard, just added a random whack of new ones.
And resting after 5 rooms isn't stupidity, or poor strategy. Its a reflection of the way the 3rd edition was intentionally designed. Check the DMG- encounters are supposed to use up roughly 20% of the party's resources. So resting after 5 encounters is whats expected with the default assumptions of the game.
I'm also really curious as to what cantrips would be at all useful in an encounter involving a pit trap, an iron golem, or a pod of black puddings.
Regaining hit points- what, are they PCs vampires now? How does that even work? And 1/2 the monsters' CR is a pitifully small amount of hit points, no matter what level this is happening.
Okay, now you seem to be getting away from the issue here. We're trying to put a stop to the 5 rooms and you're done style of play. The way I see it, the only way to change that is regenerating Hit Points, giving PCs more hit points, Making healing spells cheaper and more readily available, etc.
Two words: Spell Compendium.
You're right, but what other alternative is there? I certainly don't see you responding to these with coherent ideas of your own. If you give the players too much, they regain too much. Too little, and they go back after 5 rooms. This idea was meant to be a filler in addition to clerical magic.
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Voss wrote:
Danflor wrote:
No matter what you do, someone will always abuse the rules and go home and rest. As long as spellcasters have some form of unlimited use magic it works. At that point, it falls to the DM to prevent the PCs from running back to town after the first encounter.
Unless you're playing in a Basic Game dungeon crawl, the bad guy should always be doing something. Whether it's investigate the recent deaths of his minions or send out assassins to kill the PCs and their allies there have to be consequences for packing it in and packing it up, and sneaking away and buggering up, and chickening out and pissing off home oh so bravely throwing in the sponge.
If nothing gets the point across, make the dungeon recharge. Every time the PCs run away, have all of the monsters magically reappear, only with 10 extra Hit dice. That includes the boss at the end of the level who they only managed to beat with a natural 20. Also, refrain from giving treasure on these "bonus" levels.
If your Wizard uses up his magic missiles up too quickly, give him a really good crossbow or sling. Another option to consider is having the spell-caster take a level in warlock or warmage to ensure that they have more uses of spells and invocations. Instead of making a cleric, maybe try Favored Souls.
My players often forget to sleep as they consist of a Warmage, a troll barbarian, a Dusk Blade, and a Shugenja.
All in all, the problem is based off of how much your players are willing to role-play.
... what? The problem isn't roleplaying, or the lack of it. It isn't even tangentially related to roleplaying. In fact... it's more likely that a party would go rest if they're in danger of dying due to lack of resources. Unless they're role-playing complete morons, they aren't going to continue marching into the jaws of death with half hit points and no useful spells.
Magically respawning dungeons to punish them for not playing your way isn't much of a solution either. Its merely a sign they should get a...
While you are correct, The way people handle their characters is the problem with Wizards/ Sorcerers. The way they are now in the Pathfinder RPG, Wizards are perfect. The problems are the players who use up all of their spells int he first 5 rooms. Mechanics can't fix bad strategy (or stupidity, as you say). There are lots of cantrips that can be used very effectively.
Re-spawning dungeons are quite obviously, not the way to go. It's like saying: "Frank, because you're talking, Billious gets struck by lightning and dies." I was being sarcastic.
You have a good point the matter of Hit points. What if they regain hit points equal to 1/2 the CR of the monster they defeated? It's not that helpful at high levels, but by then you have wands and periapts up the wazoo.
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K wrote:
Danflor wrote:
If your Wizard uses up his magic missiles up too quickly, give him a really good crossbow or sling. Another option to consider is having the spell-caster take a level in warlock or warmage to ensure that they have more uses of spells and invocations. Instead of making a cleric, maybe try Favored Souls.
That works fine at level 3, but higher levels.
Then use the varient spellcasting system in Unearthed Arcana. It's complex, but it's a decent recharge option.
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No matter what you do, someone will always abuse the rules and go home and rest. As long as spellcasters have some form of unlimited use magic it works. At that point, it falls to the DM to prevent the PCs from running back to town after the first encounter.
Unless you're playing in a Basic Game dungeon crawl, the bad guy should always be doing something. Whether it's investigate the recent deaths of his minions or send out assassins to kill the PCs and their allies there have to be consequences for packing it in and packing it up, and sneaking away and buggering up, and chickening out and pissing off home oh so bravely throwing in the sponge.
If nothing gets the point across, make the dungeon recharge. Every time the PCs run away, have all of the monsters magically reappear, only with 10 extra Hit dice. That includes the boss at the end of the level who they only managed to beat with a natural 20. Also, refrain from giving treasure on these "bonus" levels.
If your Wizard uses up his magic missiles up too quickly, give him a really good crossbow or sling. Another option to consider is having the spell-caster take a level in warlock or warmage to ensure that they have more uses of spells and invocations. Instead of making a cleric, maybe try Favored Souls.
My players often forget to sleep as they consist of a Warmage, a troll barbarian, a Dusk Blade, and a Shugenja.
All in all, the problem is based off of how much your players are willing to role-play.
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Fear for small companies led to Anger at WoTC.
Anger Led to sheer hatred of WoTC.
Hate led to suffering.
I couldn't believe that they would do something like that until I thought about it.
Wizards is owned by Hasbro which is owned by Disney. Ahhhhh! That explains it. The people who brought us Pirates of the Carribean 3.
After figuring that out I felt sorry for the gamers who are slaves to the giant mouse.
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