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Well, this is totally delayed, but thanks for the answers. We have indeed taken over a part of the inn and are using that currently, but we have plans on making our own unique wagons, using these Safecamp Wagon and creating additional options to expand on them, such as the items inside staying inside, controlling temperature, light, etc. :)


So please, no spoilers, I'm a player in a Mummy's Mask campaign that has just recently started. [We just finished exploring the House Pantheru building]. The DM is a fairly new DM who has not had a lot of chance to check out the upcoming adventures to ask the question of a base of operations.

So my question is this: right now, we're simply staying at some random inn, but we would like to purchase a building or perhaps a traveling caravan, depending on how the AP goes... so are we going to be staying or leaving/returning often enough in Wati to make buying a building there worthwhile, should we wait and buy a small caravan for a traveling sort of campaign, or pretty much assume getting a base of operations is going to be out of the question?

Thanks in advance for letting me know.


My Self wrote:
Just wondering, do you mean they lose "(the most silly) Rage Powers", or "most (silly Rage Powers)"? Because there's a big difference between the two. Rage Powers are what make Pathfinder Barbarians not a horrible class. If you're cutting off the powers that seem ridiculous (growing wings, breathing fire), I can understand. If you're getting rid of all powers, that's going too far. It would be akin to not letting Wizards learn new spells or Fighters get bonus feats.

Yeah, I had that same question. Some are neat, some are absolutely terrible. Although some also might not match the feel of the campaign. Perhaps many should be altered, but I don't think rage powers should be removed completely.

Anyway, as for making the Barbarian a little more random/chaotic as you mention, what you could possibly do is to create a chart of miscellaneous "free actions" that they can perform during their rage. They would be little variances that would give them something interesting. They shouldn't be overly powerful, but I think it's better to add them on a little bit rather than to make their actual attack random because people wouldn't want to play a class where they aren't sure literally every round if they are going to be able to attack or what way they might have it done.

So possible actions (Roll 1 per round before attack to determine effect):

Yell - Target is intimidated, suffers -2 on attacks against the barbarian
Bite - Deal Strength Damage
Kick - Deal Strength Damage
Taunt - Target wants to attack barbarian, +2 on attacks versus barbarian, -2 on attacks against everyone else
Wild Attack - -2 to hit, +2 Damage on primary attack

Depending on your final version, you could make these a little more powerful if you wanted, but maybe this will give you a place to start.


Anguish wrote:

Longer answer: you can't assume that everyone (or anyone) has the baseline material to make your adventure playable. Worse, without permission, you can't reference any major cosmology that's been published.

Good luck though.

Yeah, I have a feeling that's the main reason something like this hasn't been done before, which ironically is the reason I thought about doing it. It is difficult trying to avoid touching on copywritten material and so far I've been successful within the score of the Adventure Path itself.

Just trying to figure out how much details the DM needs and how big of an area needs to be described is what has been tripping me up a little bit. I've noticed since I've really been thinking about this, my ideas/goals have been narrowing a bit and I think that's for the better.

And thanks for the luck. :)


So I'm writing an Adventure Path that involves jumping around from Plane to Plane for various reasons. I don't know if it'll ever get published. Would be cool, but if nothing else I am enjoying writing it, but these questions ARE being asked for the intention of publishing it and to see what other people would want because I'm a little torn on what to do.

Simply put, my question is this:

How much information should the Adventure Path have regarding the Planes?

I know a fair amount of information regarding the Planes, but unfortunately due to copyright stuff I don't know how much I can actually use. And to be honest, I wouldn't enjoy sitting here either writing stuff that has been done before or sitting here trying to rewrite the entire Planar cosmology.

So for example the PCs have to go to the Abyss, have a short adventure and then have to go somewhere else. So my longer question is this:

Since I know there are LOTS of miscellaneous sourcebooks regarding the Abyss filled with information that I wouldn't need to duplicate, how much information should I give the DM? What kind of information would you want as a DM in order to run a brief adventure on Abaddon without needing to look at any other sourcebook? And how much information would you want OUTSIDE the scope of the Adventure Path? Would you want further adventure ideas or locations or is it better to leave those to the other sourcebooks?

Thanks everyone who takes a look at this thread and thanks even more for those who respond!


In my group, every campaign has some sort of house rule list. These usually include the following types of house rules:

1) Limiting/banning/changing certain things that we don't like about Pathfinder. These are usually minor and don't affect a whole lot, play-wise or campaign-wise. They basically come from certain situations we don't like, such as our "No Leadership" or "Favored Class Bonuses are available to any race of that class".

2) Adding interesting things: for instance I created a separate list of Races and Origins, that has players to choose one race and one origin. I essentially took races such as Aasimar and Tiefling and made them Angelic and Fiendish origins, allowing people to play Elvish Tieflings or Dwarf Aasimars. Basically, this option adds some interesting stuff to the game. Sometimes it does make the PCs a little more powerful, but generally adds enough interest to be worth the slight power bump.

3) Drastically changing things to create a brand new world: sometimes this can be drastic as completely removing the spellcasting system and using Materia-based system based on the Materia in FFVII. Obviously, this changes a LOT, but depending on the system or the campaign, can make a whole lot of sense. Other times it can be something more like "The campaign exists in the modern times so guns and stuff exists".

For 1 and 2, my group just has a page given to everyone with a list of the rules being changed or added. If anyone questions, they are free to ask why, but generally we accept them unless they just screw over something too badly [which does happen, intended consequences]. When this happens, we try to work out how to fix the situation.

For 3, there is a page of information regarding the changes. Like a paragraph or two explaining the type of campaign [modern campaign, zombiepocalypse campaign, exploration type campaign] followed by details of what rules or whatnot is affected by this change.

Generally, the best thing I've found is to be upfront with everything, give the players the required information as they start their characters and be open with them if they have complaints or suggestions. [Legitimate complaints, not just stupid, foolish things like 'why can't I have x ability because without it I don't deal as much damage].

Also, I would make sure that whatever changes I'm making - ignoring banning broken stuff - don't detract from the fun of the game.


I've really only played 4th and 5th edition, which are similarish, so I don't have a lot to go on, but I think I like 4th edition better. 5th edition may have done a few things better, but overall 4th edition is better detailed with better sourcebooks [I like Arsenal and Runners Companion MUCH better than their 5th edition "equivalents"] and 5e is just really sloppy compared to 4th edition.


Bellona wrote:
However, one pair of players found out (out of game) that Azlanti humans get a +2 racial adjustment to ALL their ability scores, and have been teasing me ever since about how they want to play Azlantis as their next characters.

I noticed this randomly by looking through another book after the Trap had triggered on a fellow PC. Strangely, the DM never said anything about stat changes, so I wonder if he simply missed it or thought it was too powerful, I'm not sure.

I thought it was funny that the Trap was triggered on every single piece of jewelry inside the sarcophagus. Seemed like it was designed to make sure we had a few chances for the Trap to trigger and eventually it did, but what makes it funnier is that despite all that, like 2 rooms later our group suffered a near TPK and the PC ended up dying and making a new character.


Weird, my group's encounter with this room apparently was very different than everyone else's. First of all, we were level 7 and having some difficult with the dungeon so far.

So we get to the room and I don't even think there was any conversation. He just flicked the switch. We were all sorta beat up at the time and out of resources so after three people failing to get into the room through the spinning wall we ended up retreating [our healer was absent that day which meant that continuing was difficult]. So we ended up healing up and preparing for combat.

We return. We all go Invisible and apparently the Gnome knew we were coming or something so he was Invisible as well. So we enter the room. One person had glitterdust but sadly there was no Invis Purge or anything. So we all kind of putz around, including the Gnome, for a few rounds. So we figure it's safe, that the Gnome left, so in comes the only person in the group who wasn't Invisible. Then the Gnome attacks. We get blasted by a Cone of Cold that deals like 50-something damage. One person is down, the rest of us are scrambling. The Mesmerist gets a Confusion on the Gnome, but then he gets Act Normally and Fireballs us for like 40-something more damage. Only the Monk wasn't in the area. The only one still alive, he flees. So in two rounds we managed to take nearly 100 damage from two spells...

This Gnome almost resulted in a TPK for our group. Vengeance was ours though... our new group came in, completely prepared and totally minmaxed, and annihilated the Gnome. We sent his corpse back. The DM reminded us we were recommended to return him alive, but at that point no one in the group cared enough to do that.


I know I may be a little late to the party, but our group just quite in the middle of the third book of this AP and I wanted to say... weird, I have absolutely no idea what statue you guys are talking about!

My group must have just went right by it without noticing it or something. Though we had a rough time with that dungeon and tried to hurry it up as fast as we could through it, so I'm sure we missed a lot.


The main time I remember [of course, since it was my idea] is when our group was commissioned to go somewhere. At this point I don't really remember where it was anymore. Anyway we had to go like 100 miles and I was like "Screw that, I'm not walking". Hiring a carriage is only 3cp per mile. So it only cost me like 3gp to hire the carriage, each way. So everyone else was walking while I was in the carriage relaxing. And I did that a couple of times in addition to that.

The DM could have been a jerk but instead he actually turned the carriage driver into an interesting plot hook, which made the experience even more enjoyable for our group. Almost a reward for deciding my character was lazy. :)


Rynjin wrote:
I didn't like the android, mostly because she was played by Dr. Blandy McWhinyb@~#@ from Lost Girl.

Yeah, I think I might have liked her in the beginning of Lost Girl, but at a certain point that character just annoyed me. I ALMOST didn't continue watching Dark Matter just because of her and decided to keep watching it anyway. It actually turned out to be better than I expected though the first episode had me thinking "Oh great, another grou of people who lost their memories". Fortunately, I decided to keep watching it and glad I did.

I'm also watching Killjoys. I started liking it better, but now I think I like Dark Matter better. Although this most recent episode I thought was really interesting and I'm interested in seeing how the dynamic is going to be changing between the crew now.


Gorbacz wrote:
Paradygmatic wrote:

I just wanted to say that the Wizard Ezren is really sad because as a level 13 Wizard with his Int he should have 2 7th level spells, but his 'player' apparently forgot to make note of that when he gained his most recent level. Fortunately, Kyra's 'player' wasn't so negligent. :)

-regarding the NPCs in the back of the book-

You can as well as forget about these, they're going away from Carrion Crown on. Apparently the only reason for their existence was for folks to argue over stats.

Ah, I remember there being some discussion about that, but I didn't know it had been finalized.


I just wanted to say that the Wizard Ezren is really sad because as a level 13 Wizard with his Int he should have 2 7th level spells, but his 'player' apparently forgot to make note of that when he gained his most recent level. Fortunately, Kyra's 'player' wasn't so negligent. :)

-regarding the NPCs in the back of the book-


As far as I know, there aren't any rules to this. In my group, our houserule is basically: a) have you used the feat at all or b) when's the last time you've used it?

If the answer for a) is never or b) like 5+ levels, then we allow you to swap feats. It always sucks to choose a feat and only later realize that you don't actually want to use it or it doesn't really work the way you thought it did so you stop using it.


You guys must have nice DMs. In my group, several of the DMs have determined that by rolling a 1 or a 20, you already know the result, thus you can't reroll. If you roll a 2, you don't know if that will hit or not, though usually not. But if you a roll a 1, it's an auto-miss and thus you already know you're not hitting, thus it's impossible to use an ability that lets you reroll before you know the result because by the fact of rolling a 1, you DO already know the result.


Cainus wrote:
Paradygmatic wrote:

Which means that if you have the Pathfinder Advantage discount and want to buy some of the books, there might as well not even be a sale.

I was sort of excited too when I saw the sale, but I guess I'll just wait to get the couple of Pathfinder Companions/Chronicles I'm interested in when I have a little bit more money.

Except 25% is more than 15%.

10% off more is a good thing.

Not if what you really only want are the print books, which are only 15% off.


Which means that if you have the Pathfinder Advantage discount and want to buy some of the books, there might as well not even be a sale.

I was sort of excited too when I saw the sale, but I guess I'll just wait to get the couple of Pathfinder Companions/Chronicles I'm interested in when I have a little bit more money.


My Credit Card had expired, which I just now fixed. Under subscriptions, most recent Adventure Path is Council of Thieves #5 and next to arrive is Kingmaker #1. I don't know if Council of Thieves #6 already shipped or not for everybody [understandably not to me], but I would like my subscription to continue and for #6 to be shipped to me so I don't miss the final issue of the Adventure Path!

Thank you in advance.


Cosmo wrote:


Done!
I have your Pathfinder #16-18 all set to (charge and) ship with your Pathfinder #19.

Thanks,
cos

Awesome! Thank you very much.


I thought I had changed my credit card info previously [due to expiring], but it went through for only one issue. I have again changed my credit card info while changing my address because I moved. I was hoping to receive the issues that I have pending when the next issue ships out because I still would like to retain my Pathfinder subscription.

Is this all good? Is there anything else you need from me? Just let me know, please. Thank you. :)