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So if a group is well-prepared, knows where to find their spells and how their feats and abilities work, they should still have pretty smooth combats?
I am coming from a position of ignorance. I am a long time super hero RPG player where your character is always the same. I have played D&D off and on since the early 80s but we never went higher than 5th level or so. As I look ahead to 10th level and on it seems intimidating.
I am fairly new to the game and have played around with my group and on my own on some low level adventures. I notice as I look through the rule books and Bestiaries that at higher levels the # of attack rolls and the amount of dice for damage rolls can get pretty ridiculous. The spells and FEATS seem to be a lot more complex and time-consuming as well.
Does this bog the game down quite a bit? Waiting for one player to roll 4-5 attacks and then roll dozens of dice for that damage seems like it would make combat take forever. Honestly, it seems like the game gets a lot less fun at higher levels as the attacks, FEATS, and spells get fairly complex and complicated.
Tiny Coffee Golem wrote:
I agree, that is a really cool and simple way to encourage people to get into the game and be ready for their turn. I run a group after school (I am a teacher)and this will really help my students I think.
This is genius. I will use this in addition to my Chase Card deck.
So the Fighter gets a critical hit on the Evil Cleric (decapitation-using the iCrit app!) and as a newbie I didn't know what the fortitude save DC was....
After a quick rules search which failed, I made it 10 + the fighters attack bonus. The Cleric failed and died, there was much rejoicing.
What is the actual rule?
I like this idea too. I want some of the weapons to advance, Diablo style and allow the player to be connected to it instead of just dumping their +1 blade for a +2 blade over and over.
I always like browsing this forum and thought it'd be cool to have a thread to just share some fun ways people have modified the game. Feel free to share as many as you like. They can be simple or complex, who cares! No nit-picking others, it's their house rule, you don't have to like it.
I have a simple one I'll share:
Monks get to have enchanted fists. I want Monks to do bad ass damage with their fists and feet so instead of having to carry around an enchanted Temple Sword or waiting for Feats they can only used a limited amount of times a day. When the Monk finds an enchanted weapon he can "absorb" its power through a ritual (spending gold), destroying the weapon.
Yes, as you level you'd need to tweak it the # of spells per level they can use per day as in the RAW. So if they can cast/know 3 3rd level spells that's it. But they still have the ability to cast whatever they want in the 3rd level spell list.
OR, the DM could add tweak it more and say the PCs get one slot per level that is open to any spell but have to prepare the rest.
Limit them to their # of spells a day but allow them to use any of the spells they know as part of that #. So is after modifiers they have 5 spells per day, let them use any spells as part of that 5.
I also have allowed Magic Missile (or a similar 1st level attack spell) to be used at will but a ranged touch attack is required each time.
Zachariah Edwardson wrote:
Also I would like to thank all of you for the guide and free rules. I am glad to hear that there are many groups who are not rule lawyers, as the rule set for me is not too hard to understand, as i played for years and it very logical. (Unlike some of the systems of old). Just that when a game becomes a "Rule lawyer" game, for me at least, it sucks the fun right out of the room. Now it looks like my next step is to find a online group or a local group to sit down and play and play (And loose) a few characters and learn the system.
I like to post this, from the "Getting Started" section in the Core Rule Book:"The Most Important Rule
The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt."
I am lucky to have a group that gets this and focuses on what is fun and makes a fun, shared experience. You'll find there's plenty of people out there that just want to have fun and do cool stuff!
B.A. Ironskull wrote:
These are great as well, thanks!
I love coming here to get more ideas for plots and side-quests.
Good stuff. Thanks!
This was an isolated side adventure. They were on their way to get an item appraised at the Great Andoran Fair. We are in-between campaigns, that's why I didn't include any extra info. Any ideas are welcome.
So the PCs went into Candlestone Caverns and rescued the captive villagers of the small farming community of Alghast from the Kobold slavers. They even managed to capture Zalsus, the Kobold leader, thanks to some nice grappling by the Monk/Cleric. (BTW- the basis for this adventure was inspired by the GREAT resource "Dungeons of Golarion".
Of the 39 captives freed, only 31 are citizens of the village. The other 8 are random travelers (merchants, bandits, adventurers, etc?). I want to place a possible plot twist or adventure hook in with one or a few of these freed captives. I also can do something with the captured slave captain Zalsus as a plot point.
Before I head in any direction however, I'd like to hear some ideas from you guys.
Yes, this! Slowly add what you want as you understand it. Got the BB in January. Loved it, played it, bought the Core Rule Book a month later and started adding on what I wanted. Now playing the Core Rules but still use the map and stand-ups from the BB. I also used the BB to run games with students at school.
Was thinking about it and it seems that if a PC is engaged in melee with target A and target B runs by, if the PC turns to take his AoO, wouldn't he open himslef up to an AoO from target A? Seems logical to me. So instead of adding another AoO I am thinking of removing the AoO triggered by passing through a threatened square if the threat is already in melee.
I am running a kingmaker campaign right now with atengu fighter, a tiefling magus, and an aasiimar paladin. The players are having a blast. Just play like normal and let them figure out what they need. Balance the fights to them but don't worry to much about it. They will figure out what they need as the game progresses.
This is good to hear.
They are a good group and we focus on fun more than rules or seriousness. They wanted to play these kinds of characters and I really like the backgrounds they have come up with. It will be a challenge at times I'm sure, to present balanced encounters but we'll deal.
I do appreciate all the advice everyone has to offer.
I am about to run a campaign with a Fighter, a Magus, and a Monk/Cleric. They are all starting at LVL 2 so they will be a little more resiliant and so the Monk can get his Cleric level for a very cool character concept he created.
What do I need to watch out for? What are the main challenges for a party with no pure casters? I assume it's easy to just be careful what monster/NPC types I send their way, but I'd love some advice from those who have some experience in building encounters for this type of party.
Marc Radle wrote:
Thanks, I will check it out!
Dragonchess Player wrote:
I do not have Ultimate Combat, I will need to check that out.
I was thinking of allowing my Magus to use touch spells (Spellstrike) through his bow to fit a character concept. I would use all the same rules as written except he would be able, at 2nd level to use his touch spells through the bow and not just a blade.
Can you think of any long term problems this might create? We play in a more Heroic high-powered campaign as there are only 3 PCs.
After reading opinions on another thread I am thinking of making a Fighter over another Ranger. I used to always use Rangers partly because the Ranger on the old D&D cartoon was soooooo cool. A bow that shoots lightning? Sweet. I realized that as cool as the Ranger always seemed I rarely got to maximize him as I tended to spend more adventures indoors or underground.
So I want to try to make a Fighter that is a bad ass with a bow and a blade. Medium armor, quick and furious over heavily armored (slow) and punishing. Any tips on creating this type of character?
Just out of curiosity, what are some races or classes or even weapon types or spells that you just never play as or use? I was thinking about it as I looked through the Core Rules the other day. I realized I never have played as a Halfling, Gnome, or Half-Orc. I would like to one day uses a Half-Orc but the Halfling and Gnome have no appeal to me, too child like I think.
I also have never desired to be Druid, Bard, Summoner, Witch, Cavalier, Paladin, or Gunslinger (don't have them in our campaigns anyway). Other than the Bard I have no real cause for not liking these classes, they just don't appeal to me as much as others.
When it comes to other ancillary stuff, I am usually a pretty straight up light/medium armor sword/shield/bow guy. I do like a good battle-axe once in a while but any large/long two-handed weapons are usually not my taste.
Looking forward to hearing your opinions!