|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
[Legendary Games] A new direction for Mythic Monsters! What myths do you want to see made monstrous?
Can't take Death of Glory before lvl 6 it has a BAB+6 prerequisite
and here too
I've tried using the CR system however i feel it either creates extremely easy encounters or nearly impossible encounters. If I just tailor each encounter ignoring CR i can usually gauge it correctly. I'm just curious how other DM's make balanced encounters.
Just don't balance them. Read these Alexandrian blog post for why fetishizing balance is not needed:Revisiting Encounter Design
Is there any way to get the preview for latecomers?
When is the Kickstarter due?
I suggest some cross marketing from the Kickstarter which paid Pett's novel Crooked (published via Broken Eye Games) and the other way round maybe include the novel as an add-on for the RPG Kickstarter.
The novel wasn't for me btw, it seemed too far removed from the game rules/roots for me. I.e. I did not get the feeling that the world described used PFRPG rules or even d20. But I passed it on to a big fan ;-)
Check out the grand OGL wiki's entry for quintessential Rogue: Profession(gambler) or profession(thief) let you use basic profession rules for low risk gambling or thievery. The book did include a more complicated system for higher risk stuff too iirc.
The Game Mastery Guide has a section on adjudicating gambling and games of chance
There is a prestige class for underground delver experts:(Pathfinder) Delver
Also checkout Trapper ranger archetype.
If tiny sized creatures can swarm small creatures, would it stand to reason you could have a halfling swarm a giant?
Four Dollar Dungeons wrote:
+1. I like the telling a story, with some fun background facts, but not assuming any particular action on the side of the PC's. This makes the adventure fun to read, can easily serve/be adapted as read aloud text in an emergency and does not prep plot but sets a up a situation. (See Alexandrian blog post: don't prep plot)
The Alexandrian blog does a lot of R&D/analysis on encounter design and adventure design and while not always (but sometimes) explicitly about presentation, you can still glean insight from them I think. Read the series on node based scenarios design starting here ( and going through several follow up posts, and also Don't prep plot prep situations.
Lou Agresta used some similar techniques in presenting a roadmap to the massive Razor Coast.
Also Monte Cook's Ptolus has several useful ideas to mine from presentation wise.
I think keeping the narrative flow intact for readability makes much sense. Presenting an adventure overview first. Maybe even a node map/flow chart. But making actual encounters and/or statblocks easier to read/access can be done in addition to readable text.
Zahir ibn Mahmoud ibn Jothan wrote:
You mean actual printed physical copies? Hmm...