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Yeah, I think there are some problems with the 5th edition versions.
Skill check DCs are a big one. I saw a couple of DC 30s in there, which is just about impossible in 5th edition unless you're very high level. The ettercap references the Pathfinder Bestiary. There are a lot of +1 magic items for a 5th ed adventure, including a +1 vicious dagger, which I don't think exists anymore. Vuelib uses a full round action for something and those are gone too.
Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
Yeah, we could use another!
I love the idea of using the goliath stats to represent an Ulfen with some giants blood. I'll put together a fighter here soonish.
One, possible problem.. I've read The Snows of Summer before. I was when it first came out, so I really don't remember details at all, but I do know the gist of where the plot goes. If that's alright with you, I would like to join.
Love Ravenloft! First time I've heard of Paridon, I'll check out the netbook. I'm hoping to play a spell caster, maybe Warlock or Sorcerer.
Let's see what my stats he to say on the matter.
4d6 ⇒ (5, 5, 2, 5) = 17 15
Wow, all over the place! Thinking strength and wisdom would take the hits. Maybe a feeble, half sane warlock?
For instance, I'm a fan of caster/martial hybrid types of characters. When I went to make a character for 5E, that was the first thing I started looking at how to do. I wanted an intelligent fighter who was reasonably competent as a melee combatant and dabbled in magic to give him utility options and some variation in combat.
It's definitely not a perfect fit, but you may want to check out the favored soul example at the bottom of the page. Will certainly require reskinning. Not sure how by the book your group plays, but i figure you could swap the spell casting stat to be intelligence without a ton of mechanical implications.
My players love going off the rails, so I'm used to that. I do appreciate the warning though!
Also, when Wormwood came out, I do recall people talking about the rum ration being ultra deadly so thanks for the reminder on that. I'll be converting this to 5th edition, so I'll probably have to mess with the mechanics anyway.
Thanks everyone, for your input. I wish that I had thought to do this sooner than the afternoon before we were set to pick.
Anyhow, since I do know the general themes and locations of each path, I did my best and just gave what details I knew. Funny enough, they ended up choosing an AP that I didn't know much about, Skulls and Shackles.
Turns out they really want to be pirates and don't care much what the adventure is about, haha.
Captain Yesterday; I do have Plunder and Peril, I'll check it out. Thanks for the tip!
Hi all. My group is going to choose our next AP tonight and I wanted to be able to tell them all a little bit about path to inform their decisions. I figured an easy way to do this would be to copy/ paste the little blurbs on each of the APs page into a handout. After reading through them though, they seem a bit spoilery to me, like maybe they were written more for GMs. What do you all think?
Here is an example of what I'm talking about: Rise of the Runelords Blurb