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Recent posts by
Navdi:
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James Jacobs wrote:
As mentioned above, some of these monsters are actually in the book, they're just kind of hidden. And several others are in the bonus bestiary. The eladrins ARE in there, but they've been re-named to be azatas (since the word eladrin isn't availble; it's owned by WotC).
A dozen or so will NEVER be in the game because they're owned lock, stock, and barrel by WotC (beholder, carrion crawler, displacer beast, githyanki, githzerai, kuo-toa, mind flayer, slaad, umber hulk, and yuan-ti).
Pretty much what I said in my original post isn't it. ;)
Navdi wrote:
There are some who have been given new names (eladrin to azata for instance).
Some of those that were excluded are in the bonus bestiary.
Some are WotC IP.
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Did a quick look-through. Might have missed a few, and there are some who have been given new names (eladrin to azata for instance). And didn't bother looking up the mundane animals or their dire versions. Some of those that were excluded are in the bonus bestiary, some are WotC IP, some are from older open source (dark folk for instance), and some will most definitely not be missed (bye bye, tojanida).
Of the new one's I welcome the linnorm, the sea serpent and especially the SHOGGOTH.
GONE
achaierai, allip, athach azer, beholder, belker, bodak, carrion crawler, chaos beast, delver, destrachan, devil - hellcat, digester, dinosaur - megaraptor, displacer beast, dragonne, eladrin, ethereal filcher, ethereal marauder, frost worm, githyanki, githzerai, gray render, grick, grimlock, hippogriff, howler, inevitable, krenshar, kuo-toa, lammasu, locathah, magmin, mind flayer, nightshade, phantom fungus, phasm, rast, ravid, sea cat, shadow mastiff, shield guardian, slaad, spider eater, sprite, tendriculos, thoqqua, titan, tojanida, umber hulk, yrthak, yuan-ti
NEW
azata, basirond, boggard, cave fisher, cyclops, dark creeper, dark stalker, demon - nabasu, demon - shadow, dinosaur - ankylosaurus, dinosaur - brachiosaurus, dinosaur - pteranodon, dinosaur - stegosaurus, flytrap, froghemoth, goblin dog, intellect devourer, linnorm, mite, morlock, neothelid, phoenix, pixie, sea serpent, shoggoth, tengu, vegepygmy, yellow musk creeper, yeti
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Deussu wrote:
Actually playing #30 The Devil We Know Part 2 - Cassomir's Locker took us 5 hours to complete. That was, however, because we took very odd tactics in the first encounter (also ran back to the store to buy ladders...)
Yeah. Don't forget about the other part of that encounter involving playing with matches. ;)
The other reason why this scenario ran long was because I pretty much added role-playing opportunities to every scene involving NPC-characters able to talk. This included the cultists, the fey and the prisoners.
Deussu wrote:
You forgot about our GM's altar. When a character dies, its player must bring an offering (normally a raw steak) to the GM for him to devour it barehanded. The connectin to Cheliax must be clear now.
Mm... steak... Another customary offering is spirits and beer. These are sometimes even offered beforehand as to avoid the wrath of the GM's character killing d20's.
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joela wrote:
I'm confused here. I was under the distinct impression we, as GMs, were not allowed to modify scenarios when running in the PFS. I remember asking this question last year and received a big, fat official "no." This included changing the monsters to the number of scenes.
... which is really funny when you remember the Pathfinder RPG catch-phrase is "It is YOUR game now!". ;)
Anyways, here's a quote from the Pathfinder RPG rulebook (p. 402):
"Likewise, don’t feel bound to the predetermined plot of an encounter or the rules as written. Feel free to adjust the results or interpret things creatively—especially in cases where you as the GM made a poor assumption to begin with."
Funny stuff.
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I think the number of encounters is pretty standard (five + zero or one optional). Then again, you seem to be using the term encounter to describe a combat encounter, whereas a more accurate description would be "scene". I think you are correct, however in that the trend in recent modules seems to be five scenes with combat. I agree with you in that this is way, WAY too much combat for any module, much less one you are supposed to be able to fit into a four hour time slot. I'd also prefer modules with less emphasis on combat and more emphasis on exploration, social interaction, investigation, and such.
I heard the reason Josh puts so much combat into modules is "some group in Finland is walking all over the modules without breaking a sweat". This is true. Most of the modules are cake-walks for us. The answer to this, however, most definitely isn't "more combats". Its more along the lines of "more challenges", meaning less straight up combat encounters, more wiggle room for innovative problem solution, a wider variety of challenges, and maybe as little as two or three well thought-out combat encounters per module. You can't just boost the amount of fighting. It'll only degenerate into an arms race.
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Mattastrophic wrote:
Mattastrophic wrote:
I found is that where the baseline Greyhawk module contained two combats, the ones with the best plots contained two.
Clarification, since it's too late to edit...
*...I found is that where the baseline Greyhawk module contained three combats, the ones with the best plots contained two.*
I think the main reason why there are so many combats in Pathfinder Society modules is because writing combat encounters is very easy and takes up very little space. Writing more intelligent plots requires more NPC's, motivations, timelines, places, and a lot of "what if's" (What if the PC's zig instead of zag? What if they miss this clue? What if they step off the beaten track on do something completely original and innovative?)
One approach would be including social encounters that affect the combat encounters. For example: Lets say the group is supposed to fight a group of bandits guarding a fortified townhouse. If they go in the front door just run the combat encounter as it is (difficult combat). If they sneak in, they get the drop on the bandits (combat made a bit easier). If they get really innovative and recruit a few burly villagers to help them, they get reinforcements against the bandits (combat made easier still).
The example above is one way of making a boring combat encounter more interesting. I don't think something along those lines would take up too much space.
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Joshua J. Frost wrote:
So the paladin detects evil on the cleric and the cleric comes back *ping* evil. In my opinion, the paladin would now regard the cleric cautiously, but wouldn't have to flee from his/her duties as a Pathfinder just because the cleric detected as evil. If the cleric started committing evil acts, then the paladin would be forced into action, but since acting evil is strictly prohibited in PFS, this becomes a non-issue. What I'm not going to do at this point is declare, "since the PC detects as evil, the paladin now has to receive an atonement spell to atone for associating with an evil character" because, frankly, the character isn't evil.
I get where you're coming from and I realize that once you start thinking alignments, and, for instance, what is considered evil you enter a gray area rules-wise.
The other problem is that Pathfinders commit evil acts pretty much all the time. Sometimes its written into their society mission or faction missions (steal this item, kill that guy, arson that warehouse, etc.), sometimes its just "business as usual" (Kill people and take their stuff). So choosing to play a paladin in the Pathfinder Society is really taking on a role-playing challenge.
Yet another problem is the dilemma a non-evil character worshiping an evil deity faces in following said deity's dogma. But this has nothing to do with the OP's dilemma.
I don't think Samuli is looking for any kind of declaration or ruling on the issue, rather he's probing for ideas on how to best role-play situations that might arise due to this these two characters participating on the same mission.
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Kyle Baird wrote:
What if we could leave replaying to Pregens only but somehow reward a person filling a table using a Pregen?
Reward them with gold or PA to apply to their lowest level character?
Only allow one "fill the table" reward per table?
There already is a mechanic for rewarding players not running their primary characters during a game session. Its called the GM reward.
So, yes, running a pre-gen for GM reward -equivalent benefits would be acceptable.
Thank you, Hogarth. That's exactly what I'd like to avoid, that is, the situation where players can grind through sessions just for the rewards. This isn't role-playing at all in my opinion.
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Derek Poppink wrote:
What makes it hilarious is that there is a dungeon within walking distance of Absalom that has matching flavor: the Spire of Nex. Add a table that randomly changes the layout and description of each room and you're good to go.
I think Paizo and/or GM's could do something a lot more interesting with the Spire, but it is practically written as the replayable dungeon.
Indeed it is. I was thinking they've used this method for at least two scenario's already.
"Captain! There is trouble on the holodeck! Again!"
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Kyle Baird wrote:
If replays are allowed, how about designing the adventures to include more variety? For a given Act, how about giving a few options per tier? Obviously NPC's would be too difficult and lengthy to include multiples, but what about Bestiary creatures? Give the GM a choice of a Spider Swarm or a Centipede Swarm. Give alternate energy sources for creature/NPC special abilities. For casters, provide alternate spell blocks. If there's 3 tunnels, have the GM decide which tunnel leads to which rooms/encounters.
I'm a lazy bum, so I'll just quote myself from another thread:
Navdi wrote:
How's this: once a year Paizo puts out a module ideal (from what I take is the preference of at least some of the people against meta-plot in this thread) for the pick-up replays gamer. It would consist of a dungeon with five rooms. For each room there would be an encounter chart on which the GM rolls randomly when the group enters. This module, and only this module, could be replayed indefinitely, since it would be different each time! Ingenious! And no pesky fluff or plot getting in the way of a good old fashioned slug-fest! Roll for initiative, its time to role-play!
Yes, I am indeed joking.
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Bob Hopp wrote:
Why? Why would you quit PFS altogether if replaying is allowed? Why do you think that every other PFS player in Finland would also quit playing? In another thread, you said, "In Finland, our active PFS player pool is about 30 strong, with five active Dungeon Masters." Do all 34 feel the same as you?
You've got three of those active five GM's speaking up against replays in this very thread. Most of the active players are former LG-players, who decided against LFR, one of the reasons being the replay rule. So I'd say its a safe bet to say that most Finns are opposed to allowing replays in Pathfinder Society as well.
The most likely outcome of allowing replays in PF is a complete break-away from the main Pathfinder Society global campaign, which would then be replaced by a localized version (a very large and organized "home game" if you like). We'd still be using the modules and the basic structure. We'd just "house rule" said replay-rule, along with a few other rules we don't agree with. The replay rule would end up being the straw that broke the camel's back, so to speak. Then again, I'm sure the global campaign would do just fine without this rather small, albeit very vocal minority of players.
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DM4hire: Some good points. However, I can't resist nitpicking your terminology somewhat:
Metaplot
The metaplot is the overarching storyline that binds together events in a role-playing game. Major story events that change the world, or simply move important non-player characters from one place to another, are part of the metaplot for a game.
Metagaming
Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game.
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Deussu wrote:
1) This scenario has a lot of good atmosphere in it. Be sure to give as much beef as you can to the city of Kibwe. I personally described bits of it as 19th century African town where the British roamed. I made many of the locals speak Polyglot instead of Taldan, too.
As I player in this game session I'll second this. The atmosphere is great. Remember the club at the beginning of that godawful League of Extraordinary Gentlemen film? Seemed the fit the mood perfectly. Of course we hired a lot of locals to carry our stuff and palanquins. OF course said bearers ran at the firs sign of trouble (or got eaten by howlers). Obviosly we just had to start our conversation with Nangi with "Dr. Nangi, I presume?"
Merging the two encounters worked out quite well. I'd imagine the howler encounter might have felt more like a random encounter if Nangi wouldn't have been involved. That being said, the encounter was way too easy. I think it lasted all of four combat rounds. Also, I don't really see how a group might end up fighting Nangi, so why is there a statblock for him?
The ghost encounter was funny. This is what happened: The barbarian and the ranger ran away and the three Chelaxian casters just hung out with the dead guys until they'd heard all of the lyrics bits, then blasted the ghosts with evocation and conjuration. Again, too easy.
The giant roaches got fireballed and finished off with arrows. A pointless encounter.
The Andoran quest -elves were just laughable as an encounter. Our skill monkey -halfling just snuck past them with skill roll totals of 50+ while the rest of us used diplomacy skill roll totals of around 40+ to convince them stop worrying and start loving satan.
The end boss was a breeze. Three save-or-sucks on round one and that was that. He didn't have the chance to cast a single spell.
Boy did the barbarian love this adventure. He got off one shot (at a ghost). Everything else was solved with Conjuration, Evocation, Diplomacy or Stealth. Pathfinder RPG really fixed those problems (the skill system and the power of arcane magic in comparison to fighter types) with the original game, yes sirree (The Angel Summoner and BMX Bandit problem).
"Massah, we no go further! Is tabu place! Is EVIL!"
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Charles Evans 25 wrote:
Now let's say four different players come together from different groups at a convention to play your Scenario #9. Of these players, two have played Scenario #17 before, and both of them and a further one of the players have played Scenario #3 before. One of the players has not played any of these scenarios before, but is going to play Scenario #9 later at the convention.
Furthermore, one of the players who has played Scenario #17 got the 'good' result for Sir Gull, whilst the other player 'failed' that scenario in a way disasterous to Sir Gull's career.
Now what is the GM running the game, looking at...
He's looking at a great opportunity for role-play. The GM just needs to jot down a few notes before play starts. Say this group you just described meets up with Sir Gull. The conversation could go something like this: "Some of you I know and have worked with on one or more occasions before... Impressive performance on that job in Sothis, (player X). (Player Y) on the other hand, I'll be watching you carefully this time, so you need to step up."
etc etc.
This is all about the GM listening to his players and reacting. Anecdotes and customized responses are a great way of creating a sense of continuity and hooking player interest. Yes, I am aware that this is a trick, since the continuity is really illusionism. Its meant to create a sense of continuity without actually forcing a series of events.
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Regarding the comments about meta-plot elements forcing you to play scenarios in a specific order: I can think of several ways of implementing a meta-plot -structure or other continuity elements without actually forcing anyone to play scenarios in any a particular order.
I'll give you an example. Say the meta-plot element is the rise of a new member to the decemvirate. Let's call him Sir Gull.
Scenario #3: The Pathfinders are sent on a mission to retrieve an important artifact. Sir Gull is personally overseeing this mission. If the mission succeeds, Sir Gull will get a personal prestige boost.
Scenario #9: The Pathfinders are sent to investigate a misdemeanor by a prominent member of the Society. If the mission succeeds, said prominent member gets b#* slapped by the society leadership, opening up a position for Sir Gull's ascension to the decemvirate.
Scenario #17: The Pathfinders are sent on a ruse mission, which gets botched at the first hurdle. The real mission turns out to be something different involving the double dealings of competing venture-captains. If the mission succeeds, one of the venture-captains (Mr. Gull again) comes out ahead. Clues uncovered (foreshadowing for the future) casts a shadow of doubt on the real motives of said venture-captain.
There, three modules involving the short storyline The Rise of Sir Gull. These can be played in any order.
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Joshua J. Frost wrote:
As for changing the GM rewards/day job items: the GM rewards system came about after a thread wherein I asked for everyone's opinion on just such a system (a thread very much like this one). It started with the release of v2.0 of the Guide in August. Within hours, folks were asking for changes. Where were they in the previous year when I had the thread open asking for their opinion?
This thread, that is. As to where they were during the discussion? The very same thread:
NotMousse wrote:
Personally I'm for GM getting a copy of the chronicle eaten.
Navdi wrote:
I think the DM should get full XP, prestige award, gold and access for the module he has eaten.
Skeld wrote:
GM's should:
1) Gain XP as if they had played the scenario,
2) gain prestige benefits as if they had played the scenario,
3) gain gold as if they had played the scenario,
4) NOT gain any faction rewards, and
5) be able to play in any scenario they have not yet GM'd.
kikai13 wrote:
I like the idea of GMs getting one XP and one Prestige Point per scenario that they eat. They should also get the gold as if they had completed the scenario.
Deussu wrote:
I'm in for: the XP, gold depending on character's level (I know there's some table in the DMG, but I can't find it. Wealth gained by level divided by 3), and maybe the equipment access... depending on the character's level. E.g. the DM's 1st level character couldn't get Tier 3-4's equipment access even if the group plays it on that tier.
NotMousse wrote:
I'd prefer full GP for tier. I'm still giving up all access and 'special' bits.
_metz_ wrote:
I agree with most of WHat Josh has recommended EXCEPT:
50% gold will mean that the PC will be incredibly behind.
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