|
|||||||||||||||||||||||
|
Delightful to see you dive into the partial vacuum left by D&D Minis, and I wish you all the luck in it. The price, sadly, is a bit too rich for my blood (and, yes, I do realize I could maybe cut back on my module purchases or something similar to make it work). I'll keep an eye on the secondary market, I guess, to see if any of the pieces plummet in value for reasons I can't guess. On round bases: one other advantage is that you can see the map underneath the figure, even if only partially, which is often an advantage. (is that figure standing on the fire / wall / other terrain) Scott Betts wrote: Frankly, this is done largely because of the size of the adventure - it's a little tougher to squeeze four levels out of Edge of Anarchy than it was for, say, Burnt Offerings. If you're worried about the physical proximity of the encounters, though, simply make All the World's Meat bigger. It's simple enough to justify the other guards staying put in the rest of the building; given that they're handing out free meat to the public, they probably get angry "customers" demanding more meat all the time. A ruckus at the front of the store shouldn't really surprise any of them. What level range are you hoping for? I mean, I think it'd be more than fair to just get three levels out of it instead of four. You could also have more combats that are difficult (~n+2) instead of easy (~n). For example, the Lamm fight is currently 475 xp, which is an easy level 1 combat, and I'd expect a lot of people would be expecting a fight more in the level 3/750 xp ballpark there. Fwiw, I wouldn't aim to finish the series at higher than 20th level. It only went up to 15th level in 3e, and it's really not a very epic tier module: no planar travel, no gods, not even other kingdoms, etc. If they get 4 levels per module and finish at 24th-25th level, the 'Gameover' threat of an Ancient Blue Dragon may just be 'umm, okay, we fight it, no problem'. Scott Betts wrote:
Interesting stuff so far. I'm a little surprised that you decided not to combine some of the encounters. For example, you've got five encounters in All the World's Meat, but I really wouldn't have expected more than two, especially with how close together some of the encounters are. KnightErrantJR wrote: You might consider Loviatar, goddess of pain, suffering, and torture. She, like Zon-Kuthon, is LE, and she seems to appreciate piercings and the like as well. Loviatar is indeed where I was leaning, though I did plan on going through each worshipper and making sure it fit. Bane, Cyric, and devil worship are all easy gotos after that. Chessenta looks like a very good pick as I do a bit more reading. I think that may be my winner. Glad to see I can make this work, since at first I was apprehensive there was a place at all. Guess I should have believed my player who basically said the point of the Forgotten Realms was that it had everything so you could always just drop things in somewhere :) Arnwyn wrote:
Cool, I'll check that out. Was looking over some FR maps and a post-Spellplague 'Returned Abeir' Eskorn could also work I suspect. Slight changes, but it's on a sea, is a kingdom that overthrew a powerful dragon overlord several hundred years before, has a prominent undead keep, and has some place called 'Firetrees' nearby that might be interesting. Thanks again. No matter what I'm definitely using Korvosa mostly as written for locations and map. So, I'm preparing to run a campaign for a group of folks. For a couple reasons some want the campaign to be in the Forgotten Realms, but not so well defined as 'I really want to work against this group' kinda things. They just like the world generically. So, sure, whatever, I'll run something in that world. So I start looking over my library of modules for possibles. Curse looks like it might be a good fit in terms of RP potential, events, challenge, etc otherwise. So, anyone thought on if it's possible to put it in Forgotten Realms? The distinct bits seem to be - on water, cinderlands, nearby somewhat evil empire, nearby barbarians, nearby orcs. I'm quite willing to alter some details as need be - for example, orcs could be gnolls. It doesn't _need_ the evil empire to be all that near. Without it being on water (and not just a pond) adventure 2 would have to change entirely so that seems like a serious need. The gods can probably mostly be substituted, though I might have to wrangle some things a bit into place. Or I just not worry about it and don't run Curse for this group (and run Shackled City or Savage Tides or something entirely different instead). :( Fantomas wrote: The one thing I've noticed with 4e is that the encounters are very even. When you throw an encounter that is even slightly more than 1/10th the XP they need for next level, you're looking at a potential TPK. You may have a lot better luck once folks are used to playing and working as a team. 50% more becomes very dealable, and even as much as 100% under certain circumstances. Fights that are under 110% of XP don't even expend daily abilities with my group. Anyhow, I've stretched the levels of things a bit out for the 4E SCAP game I'm running - they're 11th wrapping up Flood Season now. A lot of monsters are quite a lot higher level in 4e than 3e... kuo toa, glabrezu, mariliths, etc. 3e and 4e are very different, and I think Erik Mona was spot on. I will say that the hypothetical perfect system for me might be somewhere in between. But, what can you do? I've played a lot of both at this point, and I can say with full conviction that if I am _DMing_ I would rather DM 4e by a large amount. If I'm playing, I'll play either... but I'll admit that I'd rather play 4e at certain level ranges (depends on the group, but let's call it 1-3 and 12+ in 3e as the level ranges that dissatisfy me) If Pathfinder had been a bit more flexible on the 'backwards compatibility' and done something a bit stronger, I'd be a _ton_ more excited about it. I want less stacking of bonus types (insight, luck, competence, sacred, deflection, natural, oh my), less ability to dump the RNG (I'm +43, you say it's AC 27? Or skill DC 30, you're... +7?), less full attack swinginess (1 attack if I can't FA vs 4-6 if I can, bleah), and faster gameplay across the board (especially at high level, oh god). I also want monsters and NPCs that you can design very quickly without 'cheating' (not to say that I didn't, but it can be a real chore to design or edit high level NPCs for instance). I think that's my big red flag list for 3e and it's all pretty dealable while still looking an awful lot like 3e, but it requires a game that is not completely backwards compatible. lordmolay wrote:
Yep, WotC changed the minion rules and I was using an old version(that or someone else transcribed them incorrectly). On that note, I'm planning on doing the goblin commando soon and I'm a little iffy on something actually cool to give him. I'll need to reread that section, but I was considering some kind of special charge ability, perhaps a leader role to help rally other goblins. For many characters, you actually roll more dice - instead of a caster who might spend an entire combat never rolling a die for his attacks, he gets to roll not only attacks instead of them making saving throws, but instead of dice-fun-removing save or dies, he gets to roll damage. Instead of melee types who tend to only roll 1 or 2 damage dice for their attacks, they'll commonly roll 2 to 7 dice. A 5W high level daily with a greatsword does 10d6 damage, for instance. As for crits maximizing, that is primarily for the DM's benefit. A player who really likes rolling dice should use a high crit weapon... preferably a vicious high crit weapon. A +6 vicious high crit greataxe does 9d12 extra damage on a crit! Okay, haven't played it, but I skimmed through it and my very quick review is that it's a solid intro module. It's a little heavy in one particular type of monster at the beginning for my tastes, but I'll grant that it probably does so for newbie DMs. My other big objection is that they cut a couple things for space reasons that they could have done slightly differently (chosen a different monster for the monster example, not been a half-elf cleric who took the feat for a bonus power) But, after the first 3 encounters I think it's got a ton of cool stuff in it. I'm mixed on the packaging. It's beautiful, I like owning it, but I'm worried about breaking/ripping it a lot more than I usually am about such products. Very glossy/light. Chris Mortika wrote: D&D's version of midichlorians. I'm guessing they had listed Essence or whatever it's called under the artificer, then decided they couldn't use that. Mind you, I think 'astral diamond' would be a pretty decent term for it. Then you'd have '2000 gold in astral diamond dust' and it'd actually make sense for the first time in D&D as a concept :) P.S. For those who don't know, astral diamond is the currency after platinum pieces, worth 10,000g each. Mearls is a seriously cool guy, please don't insult him. :( People have natural change tendencies, wanting to limit change purely for stability sake, or when unhappy to take almost any change offered. Just natural. I would be very curious what percentage of people supporting pathfinder have actually played 4E. I'd actually doubt most or even a large percentage. There's plenty of reason to support pathfinder without having played, and many of 4E's detractors dislike certain decisions strongly so wouldn't go out of their way to try it. This conversation reminds me of something I've said a few times while working hard on hobby work... 'Just think, if I work _really_ hard at this, I might - just might - be able to get into the gaming industry and make a quarter of my current salary!' One of the reasons I get antsy when I see people making personal attacks on game designers and such... I mean, these aren't exactly big wigs out of touch cause they're too busy in the hot tubs of their limousines ;) Arnwyn wrote:
Just to verify, since one of the biggest gains is in AoE... did you alter AoE and reach accordingly, or just movement? Actually, I'd be especially interested if you altered AoE and reach for 2-1, since then you can't attack diagonally at all with normal weapons... and... that's something. Laeknir wrote: Unfortunately, these huge changes may kill the setting for old-timers. And there may not be enough people that are new to the setting that support it. As the 'official Living campaign' and one and only campaign setting released in 2008, I rather imagine it'll be just as popular and quite possibly even more. What is it folks are complaining about in the image? Isn't that some netherese shadow knight on a dragon over a flying city? That sounds pretty FR to me. Or is it just a lot of 'Change scary'? Unless I was _deeply_ rooted in one of the four or so nations that, well, expired in this particular RSE... it still looks like Realms to me. Jeremy Mac Donald wrote: Thats kind of neat and I've done basically this with conversions of material from 1st and 2nd into 3.5 but its not what I'm envisioning here. What I'm envisioning is something that involves a Wiki or another program similar to a Wiki and what amounts to a group of people working together to create the final product. That would indeed be interesting, I just assume that lacking clear project approval or declared leadership that gamers will be gamers and do their own things. If the wiki or whatever has a clear way to distinguish between the 'idea bin' and the 'consensus path', that should help keep things on track at least. Snorter wrote:
Nope, sacred hamburger. Attacks and defenses scale equally now. If _anything_, I'd expect the Int attack to scale slightly (ie, +1 to +2) better as people tend to put more stat points into offense than defense Cool reference, though :) Well, mostly I have to assume that unless we get sanctioned in some way to make an unofficial official conversion... that we'll have multiple conversions. Different people will go their own ways on certain things, and that's just how it's going to be because there's no direct management. In one conversion, it might go to 24th, and in another to 20th. One might not even try to track XP at all, and end up completely off kilter if you did (but that GM just has you level when it's appropriate, so what's the problem?). Etc. My gut feeling is that there's only so much we can do without the rules. Trying to guesstimate particular creatures and encounters, sure... but figure out the final level or how much XP to allow? Eh, not so much. Not yet. In 2 months? Probably. Mormegil wrote: So, to return again where we started, I suppose that the first encounter(s) (with Die, Dog, Die) should take the PCs to the second level. That strikes me as really quite fast... in the original, a party of 4 would only be half-way to level afterwards and would only really have a _chance_ at 2nd after Sandpoint assuming they did at least one of the side encounters (like Monster in the Closet) I think aiming for after Sandpoint makes more sense. It's probably worth noting that we'll probably have several different conversions of Burnt Offerings come out, over the course of events, so it may be reasonable at some point to highlight obvious splits in opinion so that people can pick and choose which way they want things. For example, the first obvious split is Festival and Fire - do you allow rest or not? Do you _require_ rest by making it extra difficult (and more xp laden)? There's at least three solid variations there, based on whether you treat it as 1 big chaotic encounter with no rest, 3 easy encounters with little rest, or 3 moderate to tough encounters with rest. Yep - if a rest is needed for pacing, I'd put it after the warchanter fight, but before die dog die. Give the impression that things have calmed down, then start things back up. If you need to buff up the fights to spread them out more, should probably add at least some more non-minions, especially to the first fight. Jogging? No, can't do that while resting. Thankfully, the start of Burnt Offerings actually strikes me as _better_ as a big staggered encounter (otherwise you need to use far more effective goblins or use a horde more of them), so the hurried nature works fine. Better for the story not to pause for 5 minutes? Check.
Only downside is that they can't use their encounters twice... _but_ they can use their dailies safely. Not like they'll be fighting anything else that day. steelwhisper wrote:
I'd find it awfully odd to pause for five to ten minutes in the middle of the goblin raid on the town... especially while they're actively trying to burn things, steal babies, kill dogs, etc. The main loss is in encounter power uses, but you're also okay with everyone blowing all their dailies for this encounter so that helps you out. The DM can consider an optional short rest after the warchanter fight if it's needed before the commando, but I actually suspect that a nice chaotic 12-20 goblins trickle chaotically in and fight the PCs affair will show off 4e just fine... Riley wrote: Nice idea for a thread. I'll be happy to participate in this process... as soon as I have my 4e books. I actually started this thread just because I wanted another constructive thread on this board... but yeah, most stuff just has to wait. I enjoy thinking a little bit about how to get some of the encounter concepts down, maybe throw out ideas for magic items, etc. And I'm making some monsters anyways (daily column) so I might as well do some for the paizo monster minis. Well, except the mounted guy. Really not sure how mounted monsters will work so not really bothering at the moment. One interesting note is that people _are_ playing some 4e now with the pregens, as limited as that is, so in theory if we got a working conversion of the start of Burnt Offerings people could do that in pseudo-4e for fun. Even if we had to change half of it later. Mormegil wrote:
4e monsters add 1/2 their level to their displayed modifiers so you can use the number for ability checks/attacks, other skills. So in this case, it's 8 gives -1, plus 1 for level 2 = +0. Antioch wrote: What do you think about ghouls? I'm kind of loathe to bother with ghoul fever since its very easy to resist, and very easy to cure (especially with a simple Heal check). I'd almost prefer to have it cause a persistent condition, maybe a type of poison that if you die while afflicted changes you into a ghoul. Sounds good - I am not a big fan of inconsequential abilities, so sure... no more ghoul fever :) janxious wrote: These guys seem really tough to me (based on the tactics section in the PF1 book). That doesn't mean I don't like them. :) Hmm, tough in which way? 1st level 4e monsters are fairly tough, yes - I could have gone with minions, but that felt like they'd have less chance to use their abilities. janxious wrote: That said, I don't really like how pyromaniac works. Maybe rolling 2 attacks per ability (?) is common in 4e monsters. It happens - it's not ultra common, nor ultra rare. In this case I went that route because using the attack rolled would likely _also_ miss an alternative goblin target. I'm okay with autohitting and killing goblin minions, but for the 'set on fire' effect it needs to hit a real person. Of course, alternatively it could just hit the skirmisher himself. janxious wrote: There's also no rule about the dogslicer breaking on a 1, which would cause the goblin to flee in terror. Nope, I went with it hurting itself instead. I intended to have the minions use that rule, but not the pyros (among other things, because the pyros _have_ another weapon) Just figure I can prod this slightly every now and then until release day and we can get serious... so, a possible look on Goblin Pyros. Went with skirmisher. I'm good with picking up errata, and with changing things to get the appropriate encounter with the new edition... but I don't really see a need to do things like add enlarge potion drinking goblins. Funny you should mention goblins playing with fire, since Goblin Pyros was my monster for the day and I took a similar line of thought, though not quite the same. I, too, am really tired of iterative attacks... but I don't think you can take them out and be backwards compatible. Though Bo9S tried, but honestly you quickly hit an 'I almost always hit' iissue, since as far as I can tell you're supposed to hit on your early attacks and miss on your later attacks, with iterative, so with just one attack... hit, hit, hit, hit... I think Paizo made a logical decision in going with 3.75 - it seems very likely it will have short term success and act as a great advertisement for the company. Long term, I believe that at least 80% of D&D players will switch to 4e, but 20% of D&D's fanbase is more than enough to provide for an RPG company. It may even supply enough money to the company for them to support both editions well, which will cost them money and focus, but provide them greater coverage. Meantime, with the Pathfinder discount, even folks switching to 4E like myself have more than enough reason to stick with Paizo at least through the initial storm. I like a lot of the ideas behind what I see in the pdf, even if I disagree with the underlying math behind some things... but I'm tired of the math of 3.x, so I'm not the target audience. I am curious how well they'll sell in August 2009... more than a year after 4E comes out, with everyone already having 3.x books. Of course, in 10 years they might be selling reasonably to people who need replacement books. Or have switched to 4E, with leisure, and retrospect, and ability to make an educated decision. I wish them all the luck.
|
|||||||||||||||||||||||||||||||||||||||||||||
|
