Pathfinder Adventure Path, Rulebook Subscriber
Name: Eften Bors
Pathfinder Adventure Path, Rulebook Subscriber
Thanks for the advice and notes guys. Its great to have these forums to exchange thoughts and ideas off. You make a good point there Brian. It is a sandbox and I shouldnt press them on going back to Oleg's if they dont want to. Several of you guys noted the selling of goods and I am bad at keeping track/enforcing encumberance issues on the party. I think the biggest challenge Im going to have with the future of this campaign is the kingdom building mechanics. My group if definately a bunch of Roll-Players. They love the combat and only really deal with the RP when they have to. This is probably why they prefer to kill/explore rather than return to Olegs for buying, selling and NPC interacting.
Pathfinder Adventure Path, Rulebook Subscriber
So Ive run a couple of games of Kingmaker and have just about finished Stolen Lands. Here are some of my thoughts, and I would love to hear from others who have run, read it. 1. I found the encounters very bland. For the most part I've had to alter many of them to add spice. For example there is a part where the PCs encounter 4 passed out Kobolds. I gave them a few traps and ended up holding off the party for several rounds. 2. I love that the AP has a lot of background detail for the NPCs. As such I was able to integrate them into the adventure in pretty interesting ways. For example from one of the early bandit encounters, Knapps, has become a regular scout for the party. 3. I find the Stag Lord to be kinda boring. He needs some spice and ways raise the menace of him as a BBEG. I spooked the party by having them spot a large ghostly looking stag from time to time, dropping hints about terrible stuff he's done, and giving the PCs a chance to interrogate captured bandits about them and conveying a sense of him uber evilness. I may give him some magical abilities in the big fight, perhaps as gifts from the end boss Nyrissa. 4. I really had to read and re-read then map out the line of information of this module. In other words, if you meet encounter A, he'll tell you about B, C and D. That got tough by just referring to the module itself. As such I had to create a basic information tree for easy reference on the who-know-whats and where quest items are. 5. Also had trouble getting my party back to Oleg's. They wanted to stay out exploring/killing the entire time. So I implemented a house rule that if brought to negative hit points they had a lingering debilitation (-2 speed as example) that would require a small bit of recovery time. That worked to bring them back and even created a sense of time advancement and allowed for more RP situations that might not have otherwise been there in the constant grind. Sorry if that went on a bit of a ramble.
Pathfinder Adventure Path, Rulebook Subscriber
Thnx for the advice. I knew going in I wouldnt be killing stuff on pace with the Dwarf barbarian but definitely need to be a viable PC to the party - figured a defensive tank-like character might serve the party well. The GM is cool about tweeking the characters at this early stage so I'll prolly do some swapping of my stats and feats a little bit. I idea of working teamwork feats sounds really cool to me. I'll definitely have to explore that option.
Pathfinder Adventure Path, Rulebook Subscriber
So for a bit of fun I made a gnome cavalier for a new starting game of Pathfinder. The Role-Playing side of it was fantastic and had me in stitches... however mechanically it is a nightmare as Im not able to do much damage. I focused on giving him a high Con and Dex (17 and 16 respectively) but my str suffers at a 10 (was a 12 but -2 for race). So went with Weapon Finesse short sword to give bonuses to hit but rolling that d 4 is brutal. Please advise on how to up the dmg output and make a mechanically sound character to match the awesome RP potential. Cheers
Pathfinder Adventure Path, Rulebook Subscriber
I got my first taste of the new Gamma World last night. Overall pretty damn fun for a one-shot. But I really enjoyed the new mechanic of drawing an alpha card for every encounter. I loved the added ability and gamble to increase it or suffer in failure. Id love to see some sorta 3rd party product that gives this sorta option to 4e or PF games. Anyone heard anything along those lines? |