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catdragon wrote:
How about...
What I do for combat in my game is use initiative cards with one at initiative 10 (+0) that has the list of happenings in order to be checked off. rustle The bottom line here is the adventure was written to have the player characters begin by solving problems within their grasp. The problems become more complex as the characters advance. The motivation is there is a much bigger event taking place here that the players do not fully understand until book 4 or 5. Start messing with the plot and you will be struggling to explain motivations later.
Spoiler:
Book 1 protect Sandpoint, learn about Thassilonian existence
Book 2 protect surrounding countryside, learn about the runes power Book 3 defend more distant communities, learn about giants Book 4 fight giants attacking communities, cement the knowledge acquired Book 5 Acquire tools to defeat Villain Book 6 Confront and be crus... defeat Villain Dualwolf wrote: The link seems fine to me. Its under the link for "stuff" if you can get to if. If not then I do have copies of each parchment on my hard drive and if some one informs me how to upload it I'll sort it out (thats assuming the original owner has no objections??) Must have been down while I was looking at it. Same address but there was no website there. Gotta keep up with that domain registration payment or they turn the lights off. From the DMG2 it looks like the PC will need the skill Profession(Innkeeper) to make the check for profit. If he has 5 ranks the skills sense motive and profession(Brewer or cook) then he gets a +1 for each, 10 ranks gets a +2, 15 ranks gets a +3. Sandpoint may or may not have a guild the PC can join if the PC joins a guild then that's a +1. The PC needs to be there at least 8 hours a week or he gets a -8 to the roll. Full time gets a +2, and business savvy feat is a +2 also. It's a high risk so that gives a -4 to the roll. If the PC failed in the previous check give 'em a -1 to the roll. Only as good as your last brewsky. Now the Innkeeper skill check is DCs 25 everything over 25 is gravy. Multiply the results by 50gp. If lower than 25 multiply it by 50gp for the loss amount. Rolled a one with no modifiers ouch fork over 1,200 gp buddy. So you want to own a tavern huh? I could see 10 + the highest BAB +2 for each opponent. Not as hard as you might think and the modifiers still apply from 3.5. Should the fall DC be 10 +1 per 10 feet fallen? I know I had a 12th level character maxed out on tumble in LG. 15 ranks +8 Dex +2 Synergy and Skill Mastery from Thief Acrobat giving him a 35 without rolling. And I used it all the time. As a ex-Living Greyhawk player I was unsure until they said they were killing LG for Realms. On top of that obliterating Realms and restarting with a clean slate there. To tell us the books we been buying from them for years had a bad system made me even more upset. They sold us that then they called it junk. Typical marketing manipulation. That great computer you bought last year is bad buy our new one. From the announcement on I have refused to purchase any other Wiz products. Paizo listens to their users and I feel respected. Don't treat me like a cash machine and I will stick with you. No! What you do is pump it up. Set the lighting in the room down low, have speakers in the darken corners making whispering sounds of children playing, have blood drip on the battle mat during suspenseful parts right before you let our a dreaded scream of panic. Now that the frightened player is dead you can play the remaining four hours of gaming without worries. };{> Started in Burnt offerings right before Thistletop. Using everything but the skills from Alpha 1 now we will probably use all the rules for Alpha 2 for next weeks Battle deep inside Thistletop. I like the rules so far and have enjoyed running them. Trying to choose whether to convert the NPCs to Alpha 2 or not. Last night I scanned in the Burnt Offerings at a 400 dpi then scaled them up to 1" per square at 100 dpi. Threw a paint daubs filter on them in Photoshop to kill the dot pattern then selected and placed them on a letter sized page one room at a time. Printed them and cut them out. Now I'll have battlemaps for those levels. Should work well for Skinsaw too. Robert Brambley wrote:
The rules say: Bull Rush
It doesn't say you can use the remaining movement to proceed around the target. In this case the path was blocked by a PC and the NPC wanted to get away by pushing the PC back 5' then go right his remaining 15" to slip into some cover. Since it didn't say you could keep moving the NPC just was stuck there. I found the current Combat Maneuvers OK in dynamics with our playtest yesterday. I intentionally ran a few during the game and found then to be alright. As a judge one thing I felt wanting was an adjustment to the bull rush. Could there be a mechanic for pushing yourself through another character/monster? Having to stop after pushing seems wrong. You want to break through the defensive line to get to the QB right. Not just push the blocker back. I find running most combats that it doesn't matter if the combat is level 1 or level 12 it is always as deadly. The more hit points you get the more damage they do. The higher you AC the higher their to hit bonus is. The better your save the crazier the DC is. I have seen too many combats that last the same amount of rounds regardless the level. I never see 12th level PCs fighting a dozen simple medium skeletons in an encounter. What's the point?? I always assumed everything ramped up together to give the illusion of the players getting tougher. Sure that goblin almost cut you in half at level one but you ain't fighting that little guy anymore, are ya? I searched but didn't see any general fumble rules questions. Even though you have the Fumble deck would it be possible to put fumble rules into Pathfinder RPG? In Burnt Offerings I have enjoyed the chance that a dogslicer will break on a roll of 1. Too bad most goblins are dead before they can roll a 1 though. My table was very frustrated with the quasit. Round after round passed until one player did a running jump from the upper stage and grappled the little bugger. Even then they couldn't hurt her so finally on the 20th round they held her under the fountains water she struggled for a few rounds then went limp. The party came up with the bright idea of throwing her body into the summoning pool. About five feet away the quasit tried to escape (it had played dead +10 bluff) and failed. The poor thing was shoved back under water for about a half hour to make sure it was dead. Talk about some wrath points. Heck, the players wanted to kill me too. I keep picturing the pesky monkeys that hang out around Indian temples. One of those could tear you a new one. I see the imps not wanting to kill their meal ticket or upset the population by killing except in defense. Stealing stuff from open windows, grabbing food from unattended carts, hanging out in groups to share and spread gossip while smoking little clove cigarettes, or even swiping clothes off the clothesline that was left out after dark. In fact envision a few enterprising gnomes making a imp bar for profit. There is a good point that could be expressed in all the class arguments. Revamping the Core Classes is pulling away from 3.5 a little too much. Even though I don't approve of spell casting Rangers and Paladins maybe new non magical classes should be created instead. Two new classes that carry the abilities of the 3.5 core but loose the spells. Why recreate something and keep the name??? The idea that I am going with is placing a landing node on Thistletop and Skull Crossing. At skull crossing they find a key (my case a golden piggie with a seven pointed star on the sides) that when it approaches the node they both glow. When enough gold pieces are dropped in the slot on the back of the piggie points on the node twinkle until only one is constantly on. That one is Thistletop. When the piggie is pointed at the light then those on the node are suddenly flown at great speed and arrive at Thistletop in of a couple of hours or less. This gives the players the only known key to the nodes (10,000 years has buried or destroyed them all) and a way to get back and forth to their home town and the fort in short order. Karzoug will also know the nodes have been activated and will want the key as well possibly adding an additional item the Stone Giants are searching for in Sandpoint. fliprushman wrote: I like the separate Sorcerer and Wizard. It makes sense to the flavor of the game and not the mechanics. The problem I see was that WotC was too scared to actually make the Sorcerer stronger than it currently is. That's why they created all those heritage feats, to help the Sorcerers but with a lack of means to obtain a whole set quickly enough, it just didn't work out too well. I think that a Sorcerer should get the heritage from the get go as a bonus feat and as his level progresses, he gets bonuse heritage feats. That way, most characters can actually focus on their heritage and their casting or fighting abilities. I know the Kobold Sorcerer was that way with Draconic Heritage as a first level sorcerer. I knew as soon as I asked this question in my mind I would have to post it. Then I also knew that the screams of blaspheme would follow. One of the things I always like about a non-d20 game I played (Shadowrun) was the way there were no classes only paths you could take in creating and improving your character. You could have creation be a selection of choices Magic/Skills/Feats/Hit Dice/Special Talents where they are put into priority from 1 to 5. Magic would need to be priority 1 or 2 to manifest into powers like casting spells (Magic 1) like normal arcane or divine casters or weaker spell casters (Magic 2) where progress is slower. With Special Talents the PC could buy talents like Uncanny Dodge, Evasion, Trap Finding, Familiar, or Slow fall. When the PC gains a level they make a choice of improving their choices. It would open up everything and allow players to find a chosen path for their character. The redos of existing classes I could do without. Make something new instead of redecorating the fighter or rogue. I mean this is the chance to create new core classes for a new RPG. Take advantage of it. The skill system I like as well as the Combat Maneuvers. Count me as happy with the ideas even though I have heard there is a lot of 4.0 in these rules. Paizo I am sure you will do a great job.
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