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Thats a great website and great idea! I wish I had that when I was in middle school.


Dazz wrote:

While I can't say much about the specific AP (you may want to post in its specific forum for that), there's usually a few "side quests" built into adventure paths that you could skip. For what you can't, in the beginning I would suggest putting the Advanced template on any monsters early on, or simply adding more enemies in any fight that there's multiples.

Advanced template (+1 CR)
Quick Rules: +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD.
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less).

Possibly give them that ability score increase halfway through the module, and then they can level at the end of it.

This sounds like one of the least painful ways to do it. Skipping the combat filler, and just using the advanced template on fights I consider important to future chapters.


tonyz wrote:
(You could, in fact, skip everything but the final section of book 1 -- Thistletop -- which is a fairly tough dungeon).

I thought about this. There is a lot of fun/good stuff in that chapter though, and it subtly sets up Skinsaw and other narrative things I want them to experience.

Maybe I just RP a lot of that and head over to Thistletop.


So we played a few adventures and the party is up to level 3. Now I've decided, and the players think it would be fun to run an AP (Rise of the Runelords).

So in order to not have to keep adjusting encounters over the course of the entire campaign, what should I do?

One idea I had was to give them more ability scores instead of levels. They started with point buy 15, so I could slowly move them to point buy 20 by the time they end the first chapter. I think chapter two wants the players to be level 4.

Any ideas on how I should execute this? What I'm trying to avoid is just not leveling them for a whole chapter, while raising encounter levels enough to not bore them to death.


I see a lot of people that are new to TTRPGs but somehow found roll20.net and I'm looking to start running sessions for these new players. Some of the posts I've seen don't specify the system they are looking to get into, usually just some form of D&D.

If I were to start running a Beginner's Box session, is there a resource that is like the pathfinder SRD to point them to? That contains BB rules?

Or how much of the beginner's box is OGL, and if I did my own wiki of the BB rules, is there some guidance on what I could/could not include?

My hope is that they become Pathfinder players (start buying stuff) and I can expand my bullpen of players, but the Pathfinder SRD is a bit to intense to point them to without guidance.


I know nothing about cartography. Google just tells me distances, so I feel like a moron.

Is this map scale 120 miles for each segment, or is the entire bar 120 miles?

I'm building a hexcrawl for my group, which should be fun.


Started one, that's more geared towards VTTs. Needs editing, but readable, I hope.


The OGL wasn't mentioned in my question, but it was in my mind when I was thinking about the question of what factors are contributing to the 3.X system life cycle.

It appears Paizo would not be the Paizo that we all know today without the OGL (not saying it wouldn't still be great). Maybe just not as big.

I think the OGL is as aspect that is inseparable from 3.X. I mean, it was baked in from the first release. It's fair to assume that the "modularity" of the design might be playing a huge role now, as the game continues to live and thrive.

Paizo of course plays a huge part in all this, so if I'm allowed to take a stab at my own question I would argue that the modular nature of 3.X + Paizo (culture, great devs, marketing) is what is keeping the torch going. The OGL was the door everyone had to walk through and we're all lucky there was no way to close it.

Notice I said modular nature, and not rules themselves, because I'm still wondering why I'm playing 3.X cause there are a lot of "wtfs" in the rules as I see it.


Banalitybob wrote:
However, it's brought my group to a new level of combat where everything is hard, confusing, brain wracking, and totally awesome.

I really enjoyed reading this after coming home from a night of heavy drinking. That's awesome.


Was thinking last night after the game. Dangerous idea, I know.

There's a lot of people that have been playing 3.x of the most famous RPG since Monte Cook and company released it back in, what 1998? This system has chugged along for a long time. What do you think has kept it going more?

The system mechanics itself? Or Paizo? Would you still be playing the 3.X ruleset were it not for the Paizo development?

Does continuation of a game depend on new content?

I was thinking about this because last night I realized how crazy and convoluted some of the rules are. But I keep playing anyways, because I can't wait till Ultimate Campaigns comes out.


Godwyn wrote:

First off, what innocents? Unarmed women and children does not immediately equate to innocent. Bugbears, as a race, tend to evil. Can there be exceptions, up to the GM. But simply being female, or being young, does not make the creature an innocent. I refer again to the bestiary entry for the bugbear.

"They prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture0 on a more personal level." There is even a section on that same page for The Nature of Goblinoid Evil. "Yet the evil personified by the bugbear may be the most terrifying, for they actively seek to inflict pain and suffering in the most destructive ways possible (...) When a bugbear holds its blade, it kills only when it can be assured that the murder will cause maximum pain and suffering to those its weapon does not touch; to a bugbear, the true goal of murder is to strike not at the victim, but at those who held the victim dear."

This is not a race to be treated with kid gloves. I would not make a character even quiver on the Lawful Good side for having done the same thing. Redeeming evil is greater than vanquishing it, but not redeeming it does not make vanquishing it wrong.

Bugbears are effectively a race of psychopaths and sociopaths. I am not a psychologist so I do not know how to properly qualify them, besides the fact that they are not human, and do not think like humans, or need to be treated like them.

And youth alone does not equate to innocent in our world either.

There is a big news story in my area where two young teenagers attempted to rob a mother out walking her child in a stroller. When she told them she didn't have anything, they shot her, and they shot the child in the face. Pause for a moment. They are young, they are not innocent. Even if they go somewhere unarmed they do not suddenly regain a status of innocence.

A news article on it.

Now,...

This whole post reminds of the George Zimmerman/Trayvon Martin murder. Didn't Zimmerman's brother rant about this case?

http://news.yahoo.com/george-zimmermans-brother-says-twitter-rant-mistake-0 32522332.html

This is also why I don't use alignments in games, and having whole races be "evil" doesn't jive with my notion of realism. Just makes absolutely zero sense to me as a human being.


No whats that?

edit: Just read this: http://www.tuckerskobolds.com/.

Awesome.


lemeres wrote:


Also, grabbing butter, the material component, seems like a tip off as well. There is no reason for a man to grab butter on the battlefield that does not involve magic or cannibalism. Assuming that the enemies were not very, very tasty, then I will go with magic.

Grabbing butter. Lol. Now that would have required a perception check! If it was more than 20-30ft away.


He wouldn't know know it was grease unless told him. Which will be his argument.


Joanna Swiftblade wrote:
No. Unless their int is a 6, they should be able to put 1 and 1 together.

The player is still not convinced. Anyone care to elaborate?


So a player casts grease within sight of all enemies. Enemies fall. During the same combat player casts grease again in narrow passageway (bottleneck), within sight of all enemies.

Does enemy (normal intelligence) need to roll skill check to know going through bottleneck is a bad idea?


2 albums by Geographer. Myth and Animal Shapes.

When creating game content I'm listening to The Road soundtrack.


For an E6 game I ran,to get the kind of grittiness I think you're going after, I made it into a resource management game. Track everything, including arrows, encumbrance, spell components (other than those readily available).

Watch some Survivor Man.


wanderingearthlikecane wrote:
I would like to create a character who campaigned throughout the Inner Sea on behalf of fair labor and humanitarian work practices. Not simply an anti-slaver, but someone who believes that true balance in the universe is can only be achieved when people are properly treated and compensated, whether they are constructing a castle wall or working as an apprentice to a mage. Crusader? Cleric? Inquisitor?And who would be the deity for such a character. Also, where would you first send them in Golarion-- and again no one wants to start out by wiping out the Slave trade in Ketapesh. Curious to hear your thoughts.

Great idea! As a social justice organizer, currently organizing union workers, that's all kinds of awesome. Glad to see these issues pop up in a hobby not normally associated with these types of things.


To summarize some advice I've gotten from other sources:

A combat encounter with shifting terrain. Dwarfakin mentioned turning normal terrain into lava pits.

A boss encounter that includes multiple forms or phases, for instance, once you take it down to zero HP, it comes back as something different, not unlike video game end bosses.

I saw another thread called EMPIRE Today, where someone was taking crazy recent news articles and turning them into adventure hooks.


This is close, but most the tech stuff is about 3D character art: Greywulf's Lair.


Anyone know of any bloggers that have a focus on tech and tabletop RPGs? Looking for inspiration around VTT work, maps, web apps. Basically anything that exceeds actual pen and paper.

If not I'd like to start one.


This thread is all kinds of awesome. +1


Stazamos wrote:

I might as well throw out some [very] random ideas/seeds (not all will be applicable):

1. Large, fancy dinner party, when a team of thugs bursts in and demands jewelry, etc.
2. Townspeople start hallucinating. This is more of a side quest, but I just wanted to include this one.
3. Acrobatic foes attack a caravan on a narrow path, like the classic train fight. They are probably there to assassinate the heroes, but there might be another purpose if you need a plot hook.
4. The party encounters a town in their travels that is not on their map. The town is from 500 years ago, or thereabouts, and was destroyed by a massive fire. The town or PCs were moved across time, and today is the day of the fire.
5. Same setup as #4, except the unmapped town is not from the past, it's just hidden by magic, and not on the main road, the PCs got their due to a navigation error. The townsfolk aren't happy to have their existence known. They prevent the PCs from leaving in as nice a manner as possible. (Yes, cribbed idea from The Twilight Zone).
6. Is the BBEG a caster? The BBEG casts a variant form of nightmare on the entire party, and the party plunges into a dream world. This is basically carte blanche to do whatever you want, if realism was the cause of your writer's block. One possibility with this is to make the encounters highly brutal, and dying in the dream causes wisdom drain and the typical effects of nightmare, but getting to the end provides the effects of heroism (or greater, depending on level) for 24 hours.

These are all really good. I just started GMing via VTT and I guess part of the writer's block is coming from my attention being pulled in a lot of different directions (mapping software, textures, music). What folks here are saying is helping me get back into what Pathfinder is all about.


Broken Zenith wrote:

Here's a few very memorable encounter that I designed and ran. Fun fun!

See Saw Encounter

Boulder Encounter

Run Away Wagon

Nice work here! That's exactly what I was looking for? I hope people keep them coming.


So I've hit a writer's block in terms of encounters. I've got a game this week, and I'm just feeling stuck, so I thought I'd pose the questions here. What are the most memorable and interesting combat encounters that you've designed? And what made them different?

How did you keep the encounter dynamic? How did terrain and character movement come together to create a unique experience?

I don't mean particular monsters or plot (though I wouldn't mind hearing short versions of how that added to a specific encounter).


Played 3.x for about 6 years, and then spent about 2 years playing a 4e campaign, and have just recently started DMing a Pathfinder campaign. Needless to say, the rules jumbled in my mind and I find myself trying to do things, or allow things, that are in one ruleset and not another.

So I wanted to start this thread that I could share with my players (who have been with me throughout the years who are also having the same issues. If you spent any amount of time playing 4e, which rules do you often confused between games?

For instance: In 4e you could take a move action, and then a standard action to charge. In Pathfinder it appears that your whole movement must be in a straight line to your target.


Ramarren wrote:
Does Roll20 offer dynamic reveal of Fog of War based on character sightlines? That's one of the big features of MapTool for me...I don't want to manually reveal FOW, as I use the Vision Blocking Layer tool extensively.

If you pay for the "supporter level" which is $5/month, you get Dyanamic lighting which is basically what your talking about.


Awesome books. I've been reading all of them. Right now my reading list is the Valiant books, Pathfinder, anything by Jason Aaron (Scalped, and Brian Woods (The Massive, Northlanders, and Conan the Barbarian).


It's one of those games that my wife will sit next to me and watch me play all the way through (like the Uncharted series). She isn't into video games at all, and has a really short attention span.

That's how good it is.


2 people marked this as a favorite.

If you've been interested in philosophy or literary theory, I highly suggest Eclipse Phase. Never had more fun reading and thinking about a RPG.


1 person marked this as FAQ candidate.

Can anyone help me out with this, as well as it's location in the rules?


Or did you mean encounter math?

I think your method seems about right to me. Maybe you could create an Encounter for party of 4, using standard math and cut it in 1/2.

Action economy will start to matter as well. 2 characters only have 2 sets of actions.


These are awesome dude.

I'll take a closer look at the module and then comment!


Try this. http://www.basicfantasy.org.


Conman the Bardbarian wrote:
Whereabouts between Denver and Broomfield? Which weeknights are you looking at?

I meant either place. A friend of mine lives in Broomfield, and I live in Denver.

We were thinking every two weeks on a Wednesday or Thursday.


So most of my RPG buddies are spread all over the world, and I've been itching to get a game together. I've done a bit of research but I wanted something a bit more PF specific in terms of opinion, since that's the system we want to use.

So a few questions:

1) Have you used a virtual table and been in a "successful campaign", meaning finished a campaign arc.

2) Which system did you use? Wizards VTT, d20pro, roll20.net, maptools, or other?

3) If you've used more than one virtual table extensively, which one did you prefer and why?


Looking for a few more players for a new Pathfinder game. Interested in players between the ages of 26-40.

Schedule is a bi-weekly 3-4 hour game, on a weeknight. 7-11pm. We'd like to start with Rise of the Runelords (new release).

We appreciate a mature sense of humor, folks that have an interest in things outside of RPGs. Not interested in rules lawyers and know-it-alls.

Let me know if your interested.


I'm trying to put a group together in Denver as well. Let me know if you don't already have something going.

Similar scenario, age as you. I've been in Denver a bit longer, but I haven't gotten around to organizing a game yet.


I played 3.x on and off for a few years, took a hiatus, then came back to 4e, and played that for about 2 years.

As a tactical board game, 4e just seemed to have better options for players "on the grid". Granted battles were long, but it didn't matter if the battles were fun.

But, imo, 3.5/PF is a better game to facilitate a "role playing" type of experience (this is merely my opinion, and I know plenty of folks will differ on this matter). I'm saying this because, AoO seem to be a major factor that pushes PF into the tactical board game type of experience, but it seems to me that 4e does this better. Leaving AoO out just seems to enhance the aspects that makes 3.5/PF shine.

Again, only my opinion. I love all editions of our classic RPG for what they do well.


Sean,

Thanks for the reply. One of the reasons I switched to PF was because, I consider the staff interaction with players an important element of great game design.

Thanks for clarifying your thoughts on AoO (or lack of) in BB. Part of my issue, was clearly my own issue, because I read somewhere that BB "doesn't let you do things that would normally provoke an AoO" and I didn't read through the exception. I had mentioned I had only spent about 10 mins with the books before the game, in order to test out how quickly we could get the game started.

To your credit and to the credit of the team, the players and I had a lot of fun. I heard from most of them today and they wanted to schedule another session. I left my HB copy of the Core Rules Book as a teaser. But I think you have some new customers.

Huppoltan,

I'm looking forward to getting them into the Core Rules. I am thinking about leaving AoO out of the game, just cause it seemed to work so well with BB. I agree that having APG, ARG and the Ultimate books, would probably be to much for the first campaign, but I think I'm allow players to "respec" as long as there character narrative maintains a level of fidelity. Which allows us to buy books, read them, and use what we want at a reasonable pace. That way we all win. Paizo makes some money, players expand their choices, and I get more high quality books for my book shelf.


Additional thoughts:

The battle mat is awesome. I'm going to get some more from Paizo. The premades seemed slight under-powered for my taste. I usually use 20pt buy. In theory the pawns are a great idea, but I couldn't getting to mix well with plastic minis.

The game system is a great intro for new players, except I wasn't sure if I was suppose to not let them take actions/movements that would normally provoke AoO, or if I was suppose to ignore AoO and let them do what they wanted.

I noticed that not thinking about AoOs really made the combats faster and allowed me to manage the tension within a fight a lot better. But when I was tempted to not let players move, because that movement would provoke, I had an odd feeling. 1) that that sort of thinking was abstractly technical and 2) who gives a crap, just let them do it. Ultimately everyone gets a swing, and enemies were typicially smart enough to know, they should do whatever it takes to get the flank. And because the really needed the +2 flank bonus, I needed them to get that tactical advantage, just to keep the game moving.


Got the box in the mail yesterday. Popped it open, was very impressed by the production quality, as well as the density of box.

I had only skimmed over the "Black Fang" adventure in the GM's Handbook. But I was confident enough in my xp as a GM to basically wing it. And the box was sold to me on the fact that it should be able to get quickly going right out of the box without a deep reading.

We had four players, only one of which had played TTRPG to any extent at all. He and I would both be considered rusty. The three new players used the premades, the Cleric, Fighter and Rogue. The other rolled his own sorcerer, which we shoe horned in BB rules. The power level was even across the board.

Part 1 (Spoilers):

First hour was spent on background and motivations. Two of the players (the rogue and fighter) were both returning from a war, and had heard of opportunities in Sandpoint to make some money. They were both broke. One had a serious case of PTSD. The other was a bad gambler. There were both dealing with a tremendous amount of baggage from the prior experiences in death and carnage.

They were staying at the local temple, where the Cleric was a novice priest of Sarenrae (sp?) Seeing that these two blokes were down on their luck, broke, and in serious need on therapy, she offered them the mats in the temple storeroom, for exchange of a bit of physical labor to help around the Cathedral.

The Sorcerer was a local kid, who had exhibited signs of natural spellcasting. This freaked his parents out, and so they forced him to attend classes at the Cathedral, hoping that he would become a priest or anything but a sorcerer.

The day everything pretty much kicks off, the Mayor came to visit the High Cleric, who inconveniently was out of town. She came to ask for help, and instead found only the cleric and a couple of drunkards. Without many options left, she explained that something had been destroying live stock, leaving a few corpses of half destroyed bulls in the farms right outside of town. The only piece of evidence left behind was a single blackened tooth, about 6 inches long, found embedded in one of the destroy cow corpses. A few nights ago a shipment of Dwarven Octoberfest came in and her normal go-to adventurers have been out of action after a night or three of binge drinking, but she the farmers were beating down her office door demanding that something be done.

After examining the Fighter and Rogue, she asked if the Cleric knew anyone else that could help or when the High Cleric would return. Feeling the cabin fever, she suggested that she knew just the people.

The first thing the Rogue and Fighter wanted to do was examine a scene of one the attacks. Here are the clues they got: One of the victim bulls was torn in half, after making a decent perception check the fighter noticed something odd, and tried to lift the bull, or the half that remained, and he noticed that the bone structure was completely destroyed. Some had "broken" bull, and then tore it to shreds and left no tracks, though there had to have been gallons of blood about.

The Rogue, went to question the farmer, and he was told, that on the night of the most recent attack, the moon was nearly full, and then it seemed to disappear, and then reappear. There was only lite cloud cover and no rain. The bull cried out from across the field for only 5 minutes. There was a thud, and the silence.

More background about how the roles were playing out. The rogue and fighter got into, for lack of a better word, sort of an a$$hole grove. Their characters were being cocky and their internal monologues were sort of mean. Basically leaning neutral evil, though their stated alignments were otherwise. Here's how I pivoted that.

With the rogue, the lady at the farm that they interview first thought the two were there to take the corpse away (the Mayor had said she would send someone). She pleaded with the rogues to help, because it had been two days and they didn't want the meat, and it was rotting and destroying their property. At first, he was like "This is not my problem," but after her heartbreaking story about her dead husband and young disabled child, he folded and he would talk to someone in town to come remove the corpse. She gave him a gold piece.

After they returned to town, the towns folk seemed different. Crowds slowly parted for them. Everyone was looking, and there were whispers. They almost freaked out, but then a young child approached, maybe 6-7 and she gave the 6'5, 250 lbs, donned in Scale armor, scarred from battle, with a generally bad disposition, a flower. She send thank you, and that she "had never seen a hero before. Where they really going to kill Blackfang."

The next day, the fought their way through the first two goblins at the door, the five goblins arguing. They drank from the fountain. They had sparred three of the goblins, and after showing them the black tooth they had from evidence. The goblins pointed. They tied the goblins up.

I had misread the map/adventure and thought that the path was a 20ft drop and not a 20ft cliff above them, so the sorcerer threw the goblins over the side to "anchor the rope". Cleric was appalled. This also "woke" the skeletons who attacked the first two to climb down (sorcerer and fighter). When the cleric finally got down, she did her AoE cleric thing and totally destroyed the two remaining skele's.

Then next room, black fang circled the room and landed on the opposite side of the room. The whole moon disappearing thing all made sense. The broken bones came from being picked up and dropped. And that's where we stopped.

All in all, it was a fun game, with perhaps 10 mins of prep time.

Review (or things to note):
After playing in a couple 4e campaign if felt that with the later encounters, starting with the five goblins, the enemy AC seemed a bit to high (unless I'm doing something wrong). AC: 16. The fighter had +4 to hit, which was the best in the group, rogue was +1 (+3 range, with no precise shot), cleric was +1. Even with flanks most the PCs we're not hitting 50% of the time. Granted combat in PFBB is a lot faster than 4e, but still, I can recall 3 whole rounds were the PC were hitting no one, even with flanks. Bad rolls, I know, bad enough they might not have hit AC: 12, but still, it wasn't building tension. It was just sort of annoying. The battle starting taking long enough I subtracted a hit point or two, so that they were one-shoting, just to keep excitement alive. I still try to keep it so they are hitting mooks around 55-60% of the time. Players just have more fun when that is the case.

NPC damage level was great though, 1-2 points was my average roll on a 1d4, and they felt the sting, since it took a while to hit something.

The pawns are a bit to tall to mix with the prepainted minis from Wizards or WizKids. I was standing, so I could see, but the players that were sitting, had a hard time figuring out who was who and who was where. One solutions is to not mix them, but I think I read/heard from Paizo was that the idea was to be able to use both.

On the good side, combat was really fast. I think we'll leave AoO out, even after we transition to the Core Rule Book.

The basic options were easy to explain to new players. I think once we get to Core they will appreciate the plethora of options Paizo has developed since CRB release.


Thanks for the link. That's really nice work. I'll be sure to let you know, how it goes.


So I have 3 new players to TTRPG, and one player that has lots of 3.5 experience.

Anyone have a suggestion on how to narratively meld the adventure in the BB to Kingmaker? I really like Sandpoint, but I want to maintain the fidelity of Golarian. So I'd like to get the players from Sandpoint to Restov and have it make sense.

Also, the 3.5 player already has a character in mind, which is a sorcerer, and does anyone have any experience combining non-BB classes with the BB versions. We can leave out all the non-BB rules (AoO, Combat Maneuvers, etc). I just was wondering if there were going to be any problems with doing this. Maybe only let him take spells that are in the BB and let him respec latter.


Steve Geddes wrote:
The Inner Sea Primer was pretty much written for that purpose.

That's what I was looking for. Thanks.


I have a bunch of new players that aren't all that familiar with TTRPGs or the Pathfinder Campaign Setting.

Which Pathfinder Paizo product would be best to have them read to get a taste of the flavor of the campaign world? I think the Inner Sea guide is a bit much. Is there another sourcebook, that does a good job, without giving to much away in terms of things characters just wouldn't know.

We are running Kingmaker, and I'm looking for something similar to the Player's guide to Kingmaker, but Inner Sea focused.


Wow. Lots of great advice. Thanks so much! I'm really looking forward to running a Pathfinder campaign, and it looks like the boards are a great resource.

It seems like with this is a good AP to run, after having read all 6 modules, and being able to foreshadow events/NPCs in the later modules earlier. So I still have a bit of reading to do.


Local PS groups makes sense. I'll check into it.

Also, didn't know about the yahoo group. Thanks!


Been playing on and off for about 18 years (mostly off). Consider myself a veteran of DnD 1e, 2e, 3.5, and 4e.

Bought a few PF books because they looked awesome and 3.5 was my favorite edition of DnD thus far. Fell in love with the production quality, and quality of care of the developers that seems apparent from the message boards.

Paizo, seems to me, to be a hobby company run by hobbyists (that are still extremely business savy), and that is awesome.

I'm putting together a new group of players here in Denver; one hasn't played since 2e, one is a 3.5 player, one is a lite player of DnD (all editions), and the last has never played before. I will convince them each to buy one Paizo product, either Core RB or something I don't have. If you are in Denver and interested in filling our fifth spot, please let me know.

I'm going to run Kingmaker.

I own Core Rules, Bestiary 1, Kingmaker 1-6, and Advanced Players Guide. Which other books do you think are must haves and how has that product enhanced your game? Please don't answer the first part of that without answering the second part.

Also probably going to get a case of the pathfinder battles minis. Already own the black dragon. Though I swore off WoW, I'm giddy of the the thought of playing a PF MMO. I hope it's good, and if other Paizo products are any indication, I'm think there's a good chance that it will be.

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