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That is helpful....but one thing I struggle with is: should I be asking them to do perception check or do they need to ask for it themselves. That's more of a general GM question I guess.

Also, My PCs when they heard Roldare wailing, wanted to go through other door in the very 1st room which would take them to room 6. Am I supposed to let them do it? It seemed like it would screw up progression and story. I ended up just telling them that door was almost impossible to open...hinting to them to just not bother and follow the path to room 2.


Hi All-
So I was running through my first play of “Crypt of the Everflame” which happens to be only my second adventure ever. I was GM running it with only two players playing two characters each. This is a group of players also with no experience (my wife and kid ). When we ran the beginner box adventure, things went fine, but I have found running Crypt of the Everflame…that we are struggling to get through some parts. We played last night but quite frankly, I felt that getting through some of these difficult areas are slowing the game down to the point where my players are losing interest quickly. Hoping to get some from those familiar this module:

1. On the first part of the crypt itself (lower level), there is a room called Maze of Pits. The pits have pillows at the bottom, as they were setup as tricks, etc, etc. When my PC’s walk into the room and fall into one they take some non-lethal damage after a reflex save. So as they fell into them, the nonlethal damage thing became really monotonous. Also, how can they get out of the pits?

2. It says that a player poking around with a stick would be able to notice the traps, but if they didn’t know traps were in the room why would they be poking around with a stick?

3. After pulling all 3 switches at once the door opens, however it only opens for one round and the far switch is REALLY far from the door. How could that player get all the way through the door at the other end?

4. Once the PC’s reach the door to Roldare’s chamber, they are supposed to complete a “trio of strength checks” to push it open. However it also mentions the door is locked with a device. So, is it a choice? Is the crossbow fired between each strength check or each “group” of checks (four players)?

5. My players didn’t choose to pay any attention to Roldare’s sister. So should I just let it be?

6. After meeting Roldare they made there way to the room with the large beetle. But the room seems awfully small for the beetle plus 4 PC’s. There is really no room for maneuvering unless I am missing something.

7. In this room the module reads to the PC’s something along the lines of “the room is mostly empty, save for the body of a villager”. However then its says later that the beetle attacks anyone who enters. How should this play out? Is this a situation where there is a surprise round? It just seemed kind of clunky to me. The PC’s walk in, I tell them the room is empty save for a body and then immediately tell them to roll for initiative?

8. When I am attacking as the GM, when do I know when to use the monsters “special moves” etc?

9. When reading a statblock it will say something like HP 19 (3d8+6)…what is the second part referring to?
Thanks so much for your help guys / gals. I am sorry if this is poorly written, but I am writing at work  so wanted to get the questions out fast as I know how helpful this group normally is!!

Thanks Again!


Hey All, I was wondering what I might need to do to convert Crypt of the Everflame to play using only BB rules. Some of the enemies seem to incorporate things from the core rules, so wouldn't the PC's be at a disadvantage? Thanks!


"Remember that if the cleric channels near living enemies that those enemies are healed too."

But not if they are undead right? Don't they have to be same type as the others otherwise it would actually hurt them?

I get the idea that your party doesn't have to physically wait 8 hours for them to rest, but if its just the act of saying "OK we rest here" and then a second later all spells are refreshed....that doesn't sound right to me.

If you are in a corridor of a cave why not just rest there. How would you know the goblins were actively patrolling that area?

So, in between encounters the cleric can just say "I am preparing new spells" and thats it? He can then do it again after the next encounter?


OK, when you say that feats are passive bonuses, that makes it much clearer. So another question about time. I understand the 6 seconds idea, but things like, once per day, or must rest for an our to prepare spells....well not so much. Scenarios like the one we played seem to occur in one day. However, if we decided to just say let's rest here, an say its been 8 hours...I dont understand? So if I was about to start an adventure with 4 others I would have to sit out an hour of game time to prepare spells?


Last night I ran most of the way through the Beginner Box Adventure in the GM Book. Played it with only three PC's...Cleric, Fighter, Rogue. After playing, I have a few probably basic questions I was hoping the experts could clarify?

1. With the Cleric being able to channel energy, I would think it to be almost impossible to ever have a PC die, or even become very badly injured. Am I missing something with regard to how many times it can be used. I believe it was 6 times it can be used, but for this adventure and given the fact that it heals in 30ft radius...it seems like the PC's were always above 80% of HP.

2. In the Rogue pregen character sheet they show the melee attack bonus to be +3, but that doesn't jive with the formula using STR. If I look at the Rogue weapon Rapier it shows attack bonus as +3. Is this because they are assuming the weapon finesse feat is just "turned on at all times", making the bonus based off of DEX even for melee weapons?

3. Again getting back to the whole healing dilemma, if the cleric can either use "Heal" skill or channel energy, isnt it beneficial to just heal between every encounter. It just seems like healing is almost an unlimited benefit making the characters sort of always healed up prior to an encounter.

4. In our game, the fighter pregen indicated he had a longsword and a shortbow. However, is it true he could have taken Longsword and Shortsword and then had two attacks each time? Why would he ever choose bow over two melee attacks?

5. I am confused about the difference between "Detect Magic", "Spellcraft", and "Knowledge Arcana". They seem to this noob to basically do the same thing?

6. The Stealth & Sneak Attack mechanism for Rogues is not making all that much sense to me yet. What does the Rogue need to do to be stealth and how is that related to sneak attack?

7. So Cleric can in one turn channel energy and then attack an adjacent enemy right?

8. Am I to believe that feats like "Weapon Focus" should just always be assumed "on" for that player? Why would you ever not use it? I guess maybe if you wanted to use another feat, say "Power Attack" you would then no longer get the bonus from "Weapon Focus" right?

Thanks for all of the help guys / gals!


OK, this is helpful...so let me play out a scenario:

3 PC's (Bob, Joe, Tina) just finished defeating a goblin and walk into a room with a large statue at the center and some ancient words inscribed on the walls

1. GM - "What do you guys want to do...Bob?"
2. Bob - "I would like to roll knowledge religion on the writing"
3. GM - "OK, you cant quite make it out."
4. Bob - I would like to roll detect magic on the wall"
5. GM - You can't detect anything in particular
6. Bob - "I would like to roll knowledge history on the wall"
7. GM - you can tell that the wall was built in 1400AD, meaning it probably has such and such a meaning to the group.

Is this type of thing possible...if so, how can the PC's ever lose?

Nick


Hi,

I am brand new to RPG's and struggling with one concept in particular. I understand the sequence of rounds during combat. However, when not in combat what are the general rules for how far you can move, how many skills you can use, etc.

1. Can you walk into a room say and do perception check to find out a trap exists and then immediately do disable trap, or do you have to let everyone else do something first. I guess what I am getting at is, what is to keep people from just doing skill checks until they finally pass.

2. How about movement? Up until players encounter a monster how does movement work...in turns? If a statue is in the middle of the room and a player wants to poke it with his sword, does he have to move first...and if so, what is the use since if not in combat, movement isnt measured?

Hope these make sense.

Nick


Hi All-

I have watched some of those videos, and while helpful...they really only helped me with character creation. There are some others out there on youtube as well that are useful, so Ill be checking those out as welll.

One thing that is actually knid of annoying and why I usually don't like beginner box type game modules is that the character sheets are different in the beginner box than what is used in the real game. It is missing half of the skills at least and the arrangement of sections is very different. I realize this is done to make it easier for a new player, but for someone like me who has gaming experience, I would rather just use the full sheet and not utilize all of it, if that makes any sense.

I have a another question:

From afar, it seems that once anyone reads the GM information for an adventure path, say Rise of the Runelords for example, how could they ever truly enjoy it as a player? Wouldn't you always know what gear to buy, room to search, etc?

Thanks!


OK so a couple of quick ones from the beginner guide tutorial adventure.

1. There is a lot of mention of things lasting a certain amount of time. Now, I know that each round in combat is 6 seconds right? However in the scenario it explains how certain potions last 1 minute, etc. in that case is that to be 10 turns or 1 real life minute? I know that's probably a stupid question but just makin sure.

2. So the while idea of taking move actions, 30ft 20ft, etc makes sense in combat rounds, but sometimes it says players are free to do what they want? Then it will randomly say, "the wizard can take a standard action to do such and such". So, when not in combat can you just explore and move around freely?

3. When weapons are foun in chests, etc it doesn't say anything about the cost of pickin them up?

4. When it mentions fire and rolling to save and all of that, it says the fire damage is 4d3 per minute or something that seems really big. Wouldn't the fire kill most level 1 players immediately or is there a difference between fire damage and regular HP damage?

Thanks again! This is one of the best forums I've been on, and I've been on tons.


I have returned. Well first attempt at walking through the tutorial with the wife didn't go that well...it was super slow. However, we agreed to come back to it once I have read more of the guides and rules. So I started watching some YouTube videos and reading everything I could find and I think I had that lightbulb moment where it starts to click. You see, when you have played mostly linear board games and video games that sort of force you really to stick to every little rule without deviation, the rpg concept isn't that easy to grasp. Once I started to read a bunch of the game master adventure paths, it started really becoming more clear to let go of those reatraints. Now I am literally hooked on reading this stuff. I can't believe someone writes all of this stuff....there are literally so many options and the books seem to somehow cover most of it.

Anyway after taking all of this in, we are even more excited to get going. Unfortunately I'm away all week in Denver on business, but I brought my core rules with me to study up on some of the player mechanics. I do have some questions based on what I read, but those can wait until tomorrow when I'm not ony iPhone lol.


Wow, thanks for all of the advice...that helps! If the prepackaged stuff is tougher to "make work" with less people, it will have to work for at least the beginner box stuff.

Right now I think it's hard for me to even imagine how to "make my own" so to speak, because I can't yet wrap my head around the concept of how actual gameplay works. I read through some of the free adventures on this site and although I understand the story that needs to be read to players, I am not sure yet how it will play out. In other words in one of the adventures it says something like, "players are allowed to ask questions about the "mysterious ruin", some of the more common ones are......" OK, so I get that but what if they ask me what color the well is? It has nothing to do with the story, and I dont know the color as the GM. That whole non-linear aspect is still strange to me given my inexperience.

I can see this being yet another potential money pit for me :) which is actually kind of exciting!!!


Hey All, I am completely new to tabletop RPG's although I have lots of experience with computer RPG's such as Elder Scrolls, Baldur's Gate, Witcher, Skyrim, World of Warcraft, etc. I am reading that Pathfinder is much better than D&D 4ed especially with beginner's box. I do have a couple of questions, hopefully not to noobish!

So right now, I think I can get bigger groups together on occasion, but a lot of times it would be me and the wife and possibly my young son. I realize these types of games are not made for small groups, but what are some ways we could play with just us three? Can my son play one character, I play 2 characters and my wife be GM? Can GM also play a character?

If I buy the beginner box, and money is not a huge issue, will it be good for learning purposes to buy the core rules and maybe bestiary or any other books. I have a work trip coming up so I will have lots of time to read, etc.

The beginners box comes with one set of dice, but with them being so cheap does it make the game run a lot smoother with more than one set?

Any other recommendations?

Thanks all for your help


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