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Fire hurts things more reliably than, say, holy water in the real world. It stands within reason someone would try with fire, before trying anything else.
Also, you don't have that many options in the core rulebook, without digging up weird manuals.
Pixie, the Leng Queen wrote:
Agreed, but even without that, there is nothing wrong with throwing an alchemist fire on a troll even if you failed the roll. Trial and error.If you have one available, and your normal attacks don't work as well as they should, why would you not try another method ?
And if someone finds this is meta gaming, then throw another kind of troll vulnerable to something else once in a while.
I am currently recovering from one myself. You have all my sympathies.
My best advice is tell the players that you need a long break from DMing, and ask them to DM you instead. Also, get some rest, and try other activities.Tell them, it's not them, it's you. And also, this is temporary.
It's been some six months since I stopped, and I am feeling infinitely better.
After reading the thread, there is a rule that I really don't like, and I have not seen it mentioned here : CORNERS !!! (And the rules for cover of concealment in general, but corners are the worse case IMO).
Corners give you basically +4 AC cover from all kind of attacks, and negate AOOs, and give you a +2 bonus to reflex saves.
This seems really unrealistic, but also it rewards idiot behaviour, like the mage putting itself in the front of the party, but in a corner, because he does not get AOOs.
This slows combat on both sides, as people do not always compute well the variations in AC.
And also, the corner cover punishes BOTH sides of the fight : it could make sense for some defenders to establish a bottleneck in a room at the end of a corridor, where they can block the mobility of the enemy, and stall them, and benefit from the fact they are more numerous than the attackers, but no, they are as handicapped as the attackers when they want to roll their attack.
I will grant that it makes sense to seek cover against missile weapons, but against melee attack, I do not think so, especially as the fights occur over an abstract grid with an already large size for the squares.
It also hardly seems heroic to win a fight by hiding in a corner, but then that's me. Sorry for the rant.
Except the problem is often that playing the rules as sacred, there is no much challenge left, and it is often auto-win but wrapped in tedious rules-minutia, so you are not really playing a game, and with all the time you are spending on that, there is not much left room for the story part which is rushed.
A little compromise can go a long way to fix that (without the artificial DCs thing).
I think this was an attempt to show him as a deranged character : a lot of those scumbags know they are doing wrong, and cannot reconcile this with their mind, so they attempt to compensate their actions with their self glorified opinion of themselves by being ostensibly helpful now and then.
Michael Riter wrote:
I love the Roman Empire too. It's just it's also been done with Arcanis
Giuseppe Capriati wrote:
If the occasion arises, I strongly reccomend you to take a visit at Palazzo Davanzati in Florence, Italy: it was very ispirational for me and added a lot to my home campaigns in terms of description of building (especially bigger ones).
I am interested. I visited Florence, but not this building. Would you please detail a bit more what worked for you ?
I'd like to see a real medieval / feudal campaign setting, with all the cultural implications of the roles between emperor/king/noble/peasant/merchant/clergy adventurer done right, and being reflected in the adventures
That, and elves dragons ... too.
The closest one to fit the bill is Midgard, and even then it is not really focusing on that, being more renaissance.
I know there is another one whose name is escaping me, modeled closely after Europe, but I am looking for an original creation.
I am preparing for a Razor Coast campaign in the future, and I was reading Fire as she bears recently.
I remember seeing products for Ship minis, but I can't remember the name of the line. Anyone has recommendations ?
Also, I remember during the kickstarter there were ship models offered as an add-on. Are they any good, and is there any way to procure them ?
Also, if anyone has played the rules in FASB, I am interested.
Which is all the best as the adequate commoner is soon out
Pathfinder, Witcher class (or Ranger archetype), plus related Prestige class. Share, comment and enjoy.
Cap. Darling wrote:
The Queen is trying to Break The law by killing of the usuper without the trial that is his rigth. She need the paladins help to remain a lawful monarch and not become a tyrant that regard herself as being above the law. This is a Classic start on a slippery slope. First they took the usuper and no nobody protested, then they took the halforcs and still nobody protested, and so on.
The whole point of being king is to craft new laws and ignore old ones. There is a reason democracy was created after much bloodshed you know ?
just saying ...
I believe a large part of the problem in my case, is too much focus on the rules, and less on the character development / story.
I mean, with all the options available today, any moderately experienced group is going to have everything covered, and surprises don't happen. This is bad. Memorable games are the ones where you are surprised by something new, and win anyways after lots of effort.
The difficulty level does not scale up with the abundance of new rules options, because the authors do not follow in the arms war, and do not use situational modifiers to the fullest.
That, and a portion of the audience whines whenever the heat turns up.
I agree with the general consensus that a pro-House Thrune adventure would be Evil-Only.
That's because the world of Golarion as written is defined way too much in black and white, and it carries over to everything.
Still, why could we not have an adventure set in Cheliax, where the PCs must navigate between two evils, manouvering one against the other ?
Example : an army of "chaotic monsters" is staging a guerilla war against the empire in a province. They burn villages. Hellknights intervene and sack villages of alleged "sympathisers". PCs must balance between the two factions, and solve the monster problem so that the army goes back to its barracks.
On a related note, it would be interesting to have a balkan-like scenario someday.
There is a map Golarion from a campaign that shows Arcadia being partially conquered by Cheliax, with two different colonies at least.
I like the idea and intend to steal it.
There is a problem too for Andoran colonies : Andoran ships need to go through the Arch of Aroden to reach Arcadia, meaning that in case of war, Cheliax can cut them off the mainland very easily.
French English and Dutch colonies did not have that problem with the Americas.