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Adamantine Dragon wrote:
Can you explain this? Do you create a diluted wash with paint and water and then use the dip method? Does this result in a matte finish, or would it with a matte paint?
Marshall Jansen wrote:
Well crap. We need a one step matte finish dip method!
And it's a desert topping!
Another thing... what will y'all do to get these figures onto more grid-friendly bases? I mean this more for the minis that are larger than medium sized. It looks like a bunch of these, like giants and dragons, don't have a base at all. It is really helpful to have these on bases so you can know what "squares" the monster is in. What do y'all suggest?
Thanks for this. Do they really make paint brushes that are small enough to paint the tiniest details, like eyes? They have to be like only a few hairs thick.
It'll be a long wait! I was hoping you were right.
Robert Hawkshaw wrote:
This is awesome news! I did not want Sophie.
Really, I read on the kickstarter main page that it was just Sophie and the paints? Where did you see that information? (and thanks)
From the website:
When will stuff ship:
Everything else will ship approximately March of next year, 2013.
You can request that everything ships in March of next year when you respond to your backer survey.
Jason Nelson wrote:
The plain and simple is that I am plain and simple; I honestly need my hand held for the first time, step by step. I can understand the basic BP cost of each thing, but all the check DCs with all the modifiers, the steps in order, and things like size capacity of each hex are unknown... how many city blocks (the smallest unit of building measurement, correct?) fit into a hex?
Jason Nelson wrote:
Thanks a bunch Jason. I would, however, love to see "the maths" included for a more all inclusive example.
Where can I find the updated swallow rules? I have MM2 and didn't see anything there.
So I've been running this in 4e for about 3 sessions now. All I can say is, combats take long... I even bumped monsters down in HP by 25% and damage up by 1/2 per level.
For instance, last Sat night I ran the encounter where the PCs first get to Farshore and fight off the attack.
4 PCs at 9th level and 1 low level companion character.
I basically had
1) 1 short skill challenge to rescue person from burning building
It ended up being an appropriate challenge, no PCs dropped, 3 were bloodied multiple times...
Including redoing maps and looking up rules, this took us from 8PM to 1AM. I can't believe it's taking us this long. I'm only averaging 1 combat a night. The only things we could do faster are experience (all of us are new to 4E) and some folks weren't rolling dice fast enough. For example, some players with powers doing multiple weapon damage are rolling them one at a time instead of all at once.
Even so I'm going to be forced to level up the characters much faster than XP would indicate. Still, no complaints. but I'd love some more stat'ed up things, like the infamous 11, or Korpu (I'm switching the main baddies to Fomorians/Cyclopses), or Phanatons.
James Jacobs wrote:
If I could nitpick Paizo for one thing, I am repeatedly disappointed in the area maps. Not in the quality as art, but in the sense that it always seems to take me time to figure out how they fit together and how to use them.
Everything else in Pathfinder is effortless, but the maps are constantly something I have to try and figure out. I would like some kind of "using the maps" section with more instruction on how to use all these maps and how they fit together as a whole. In this specific case it's from the issue #31 and the players guide. I had to read all the comments to figure this out. I don't think having the gm/players wait for later issues/products is a good solution either. I'd hate to think of losing out on content, but I also hate not understanding how the maps are supposed to work and be used in the adventure.
I don't think it should be so hard to figure out what in my mind is a very important part of an adventure. I love maps. Please improve this, Paizo!
Interesting. What level and how many pcs did you have when they fought Temauhti? By my calculations my pcs should be about 11-12th when this battle happens, and I doubt I'll have more than 4 players at the most. I'd think a 16level solo would eat their 7sses.
For the swallow, is it possible for a character that is swallowed to escape in his own? It doesn't sound like it from your description.
Thanks for the idea with the damage dice too!
That's great, Hastur! Thanks.
I plan on running each little upgrade to Farshore as both a minor skill challenge and VP per the adventure as written. I'm starting to get the hang of things using the monster builder. Now if they had a similar tool for traps, diseases, etc.
Did anyone else stat up the infamous 11? I was wondering what levels to use to make it both tough yet beatable to the right level party. The Fang Titan Drake is a good model for T-Rex but the level seems too high (16) for adventurers who'd be able 11-12th level.
What level for the aspect of Zotzilaha and from what did you base it?
Right now I'm also planning on houseruling all monsters to have 75% HP and add +1/2 per level damage to their attacks.
Stewart Perkins wrote:
Knowing my players, they'd all pick the most broken, cheesiest items. I have to lean on the errata I suppose.
Thanks again, man! I have more more questions for you. Since I'm picking up in 4E right in the middle of HtBM, basically right in the middle of the underground passage/complex, what do you think I should do as magic items that the characters possess right from the conversion?
I think I'm going to have the spell plague happen right now, right in the middle of the dungeon, perhaps even connected to the AP. The PCs would be level 9. First battle will be against the pc Cleric's two undead minions (an Oni mage and one of the mummys from HtBM), they will become free and attack the party as ~9th level encounter. I may invent some kind of ritual scroll that will let the PC create ONE undead zombie brute of his level-3 or something, but I don't want more than that to deal with.
I'm also having trouble thinking of ways to convert traps/puzzles. I had stolen something from someone on here where the door in the complex would only open if you cast a spell of a different school on each statue, but I can't figure out how to convert it.
Hey, I've got all the outlines that Stewart and others posted. These are good working outlines.
How are you creating/stat'ing out NPCs, such as Lavinia and Urol?
Replacing Kopru's with Fomorians/cyclopses seems like a good idea. There is only one mini for fomorians though, from Giants of Legend? They're not too cheap. Any other good mini's for those? What would be good for the behemoths?
Also, more guidance for all the skill challenges would be great. DMmaple the one you wrote for Emraag is great. How'd you come up with it?
What is the general rule for creating these encounters, as far as what level monsters are good for party level X? I'm having trouble finding the guidelines in the 4E DMG.
DMmaple had plotted out some of the adventures, which is a good guideline. Is that as detailed as anyone got? Anyone plotted out HTbM, and Tides of Dread?
My PCs were in the middle of HTbM, and would probably be skipping the Olangru and the temple until after they reach Farshore. They already did up to and including the gargoyles. I think it'd be a relief to make the pc's redo as 4E characters, as they were a bit overpowered to my taste.
Any help is appreciated.
James Jacobs wrote:
I can understand that. I just wish they would have stated these guidelines in the adventure. I didn't know how many or few was designed for the challenge.