captain yesterday wrote:
This is the type of information it would be nice to get - something that says 'we know why this happened, so you can trust it won't happen again.'
Mine did that, but I noticed it after I had dropped it a couple of feet onto the floor spine-first so I chalked it up to user error. I found some acid-free glue at Michaels that fixed it.
This makes me wonder how many more people have books with this defect that just don't realize it.
Has there been any official word from Paizo about the binding issue I've heard about (and seen many CS thread on)? Does it seem to be just a bad batch during the print run or is it hitting every copy out there? I just got my copies the other day, and while I haven't had a chance to check them over yet, I'm concerned mine will have an issue too.
You might find out quick enough with your copy. Try opening it up half way through and see how the binding reacts. The white part you can see from the top and bottom on my you could see pull away from the pages. With every turn of the page you can hear the glue or something like that crunching. My replacement is on the way so I am hoping it is better.
Such a valid and important point that I wanted to repeat your quote.
I don't have the Core Rule Book yet, but just trying to think through the MW Tool question. How much does the tool cost to acquire? Looking at the Day Job section of the Guide you make the roll and get X2 in Credits. So it sounds like the MW Tool would be getting you a flat 4 credits per roll (I am assuming the tool gives +2 bonus). Am I understanding that right?
Leandro Garvel wrote:
You and me both! I'm guessing Shattered Star will get a big bump in activity now.
Question for the Organized Play veterans. I plan on running Into The Uknown and I am curious about the specifics about reporting it.
If I run all 5 Quests for the same group in one go do I report that as one table or five?
Or let's say I run the first 3 quests one week and then the other 2 the following week how would that change reporting the tables?
Finally - when would I fill out the Chronicle Sheets? Probably not an issue if I get all 5 quests complete at once, but I'm not sure how it would work with multiple sessions for the same group.
Thanks in advance for clarification.
I'd like to see them diversify without having to sacrifice focus on one over the other. The number of things there are to cover in Pathfinder alone is already too high for them to manage alone.
I understand, but do you want more Pathfinder Rules/Options or just more 'fluff' (i.e. Adventure Paths and story elements)? I'm all for more fluff style content. I just don't think I need more Rules/Options.
For the most part Paizo usually surprises me with being 'ahead of the game' and coming out with new and interesting products. Why don't we wait until players actually get a feel for Starfinder before predicting what the next move is. I hope it is a great success and instead of completely changing Pathfinder perhaps Paizo shifts focus into providing more Starfinder content. Allow us time to enjoy and appreciate the amount of Pathfinder content already out there.
Nothing I can help with. Just wanted to post to keep an interest in following this thread. Some of my players still mention how much they enjoyed Midnight when we played it. Perhaps it is something I'll want to revisit in the future to run a Midnight campaign again. Maybe I'll dig out all of my Midnight books and read through them again. Good stuff!
Jill Isaacs wrote:
The question of 'what would a 12 year old want?' had me thinking back many, many years ago when I started playing D&D. Some of my favorite reading material were adventure modules, any and all Monster Manuals and Dragon Magazine (too bad there is no more Dragon magazine).
If your son enjoys reading adventures and bestiarys I'll bet he will turn out to be a Game Master for many years to come.
Thank you for the suggestions!
Some more details on the party - caster is a well-armored cleric using his domain spell so he is quite effective just standing next to an enemy wizard. Meanwhile they also have a fighter built around tripping with a high AC so the fighter can keep a wizard tripped/locked down in the area. Finally - the party has a strong archer that can easily do quite a bit of damage without relying heavily on magic aspects of any shots.
If they assault any given wing of the Runeforge I think they can easily blast through it in the 2+ hours of anti-magic. I do agree with you on having some minions and allowing for the highly intelligent wizards to understand the danger. I am just not sure what the best options these wizards have to work around it.
I don't want to change too much from the campaign as-written. I'm mostly just curious generally-speaking how to plan for it. Perhaps the best thing I can do is have them take out a wizard easily and then have other wings of the runeforge recognize the danger and press the offense against the party.
I figured I'd come here to get some thoughts and suggestions on how this will play out.
My group will probably be using Anitmagic Field within the Runeforge. I imagine this will trivialize MOST of the encounters so I'm looking for suggestions or opinions as to how it might play out.
If the party is able to corner one of the boss wizards and pin him down in the antimagic field it's pretty much over right? Are there any tips/tricks the wizards could have to combat this?
Thanks in advance for any help!
when I consistently roll 19s and 20s
My guess is this is the problem. However, the question Misroi asks are needed to figure out what else could be happening. Has your group been able to reflect on the difficult encounters and come to any conclusions as to what they might have done better?
Ugh, sounds like you had a really rough time there. A couple of comments that may be spoilers for you, but it sounds like you are already familiar with the encounters so...regarding the Shadows - this is where you learn sometimes it is okay to run away. They do not pursue beyond the doorway.
You mention the final boss of this book being CR7. Correct, but you can apply the lesson learned with the Shadows here as well.
And your thought about future expectations...probably should be something you work together with your GM about. I am currently running this for my group. We just finished Book 2 and it's been fun so far.
Best of luck!
Pirate Rob wrote:
That said as a player I make sure all my encumbrance is calculated correctly and as a GM I expect a player to take care of it. Just as I would expect them to track their HP, have their correct saving throw modifiers and remember to level their character every 3 scenarios.
This sums it up nicely.
I ran this for my friends. I think it took either 3 or 4 sessions that are usually 3 hours of playing each. With that in mind you can probably get through it in one marathon session - but a lot depends on how quickly your group tends to play (if they take their time and enjoy role playing it could easily take up most of your time).
Many variables in this one to consider. Figuring out puzzles, wandering around in the dungeon, perhaps they miss a key clue so have to back track...
Good luck and just have fun with it!