Fiendish Baboon

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What ancestry is Belcorra. SOunds like she is human but her art makes her look elven.


What books are needed to run book one of this adventure path?


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I am half way through the first book.

So far this adventure has been fun. I really enjoyed the investigation part that flushes out Trunau. Was really fun with a lot of interesting characters.

The only part I had to worry about was the assassins sneaking in as many people have noted. We had the party sharing two rooms and we had the cavalier's dogs to start barking to wake people up. Was a good fight, thou part of me just wanted to tell the party your characters do not wake up. End of AP. Roll new ones, cause that could of been what would of happened if I ran it by the book.

We are looking at doing the invasion this weekend. It is a super long slug, lots of fights. So in the Plague house I gave out extra positions and another wand of cure light wounds.

What I am looking forward to is the fight with the Cave Giant, that just looks like a lot of fun and I hope it lives up to my expectations.


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I am half way through the first book.

So far this adventure has been fun. I really enjoyed the investigation part that flushes out Trunau. Was really fun with a lot of interesting characters.

The only part I had to worry about was the assassins sneaking in as many people have noted. We had the party sharing two rooms and we had the cavalier's dogs to start barking to wake people up. Was a good fight, thou part of me just wanted to tell the party your characters do not wake up. End of AP. Roll new ones, cause that could of been what would of happened if I ran it by the book.

We are looking at doing the invasion this weekend. It is a super long slug, lots of fights. So in the Plague house I gave out extra positions and another wand of cure light wounds.

What I am looking forward to is the fight with the Cave Giant, that just looks like a lot of fun and I hope it lives up to my expectations.


I like six book adventure paths. They let you stew in them for a long time that it becomes more immersive the more you play.
Ya hope 3 book AP are not a normal thing.


I am starting a second adventure path, this time it is going to be Reign of Winter. My other game was meeting once a month, so I wanted to start something a little more often. That being said I only got three players for it, so I using hero lab to lower the encounters and that is rather easy.
My question is, should I lower the GP, or will the extra GP not break the math too badly? Just seems like more work than it is worth to recalculate all the treasure.


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Pathfinder was out for ten years. At the rate we play through an adventure path I could have 30 years or more of gaming with just the adventure paths. Maybe in another ten years or so I might get board with it.

It is not a perfect system, but works very well. I love the adventure paths, it helps me look past some of the rough spots of the rules and sometimes drawn out combats.


I roll all my dice in the open so no room for fudging.

What I do instead is everyone has one reroll each game. They can use it to cause a re-roll of any players d20 roll or my roll as the GM. This has kept death pretty low.

Before this we would lose about 2 characters per adventure it seemed. A lot of close calls.


I was wondering if any has tried to run pathfinder with a super small group of one player. Have you success with players running two characters? How does a DM running a character work out in the long run?


Great thanks for all the input. Also fast input
I will run it as is, keep the Elite info on an index card next to me and if they are making it through too easy, I will boast the next solo monster to Elite to test them.
The input about the bard makes sense and happy someone said something. I had a player who wanted a lizard man bard, so I asked him to play something else.
I just knew the math was super tight compared to 1e, and I knew the AP take a little work to get going. I like second edition cause that work seems less and I am so busy I want to keep the work load for this game to a minimum.
Thanks again.


I am looking at adding a 5th play to the Adventure Path EC. Can someone point me to what I need to know to make changes or any short cuts in doing it. I am worried with the tight math it could be hard to work it with redoing a whole lot.


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I just started with 2e. I was turned off for a long time cause of how different it appeared to 1e.

I got to a point where 1e just felt like alot to remember and setting up games was taking me a long time. I wanted something easier to run, but I did not want a rules lite game.

So with Extinction curse I decided give it a try. I love the circus background and there is a lot of dinosaurs/ lizard folk type monsters that I always enjoyed. The plot is rather vanilla but the dressing is really nice.

I found combat runs really fast. Still really deadly even with more abilities to heal between combats. Lot's of choice for players to do. Monsters are easy to read and are fun to run.

I am really excited about. Still there is a lot of little rules to remember, but we are getting better each time.

So ya looking forward to what they got to come for this system. Adventure paths are what got me in Paizo and the next couple are looking really interesting.


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After a couple months off we are all back into the skull and shackles game. Almost done with book 1. Lots of role playing and just enjoying the heck out of it. Really getting a lot out of it.

We got
Undine Sorcerer
Duergar barbarian
Human hedge witch
And a lifting hand unchained monk.


TriOmegaZero wrote:
W E Ray wrote:

And I disallow Occult Adventures mostly because I haven't learned the system. Eventually I'll be in the mood to really read it in depth, build a few PCs, and introduce an NPC or two in my campaign. Then, once I know the rules a bit for OA, I can allow it.

The little that I've seen in play -- two character builds I saw in different games when visiting other groups -- were quite unbalanced.

But the little OA perusing I've done shows good balance. .... So I assume it's mostly balanced but, as with several gaming books across the decades, there's a few things here and there that are 'too good to be kept.'

It's one of the freshest set of options in Pathfinder, but like most of the system a knowledgable player can optimize the heck out of a character with them. It will change your game, but for better or worse depends on your players, per the norm.

I enjoy the flavor of the builds in OA, it adds a lot to the game.

Like everything with pathfinder, I grumbled about more rules and embrace it.
I love the equipment section out of OA. Things like the occult items and gunslingers to me set the tone of pathfinder. It is a slightly off kilter high fantasy game. There is clockwork machines, robots, lazers, devil worshippers, pirates and spirit boards.


The only house rules I have have been ruling I have made on the Revised Action economy.

Thou I would suppose the way we each, in turn, interrupt rules and how we handle situations over time become defacto house rules.


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Maybe if they slow down on pf2 we can get the rest of the hard backs in pocket editions?


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Running 2 APs right now so not in the foreseeable future.

Also been playing this system pretty much since launch in 2000. I know it pretty well and I know it odd faults. I do not see 2e as an improvement, just a different game. Some things in it I like more than 1e, but not enough to make me think it would be a better or a more fun experience for me.


BV210 wrote:

+1

I truly hope they at least do Mythic Adventures, Pathfinder Unchained, and Planar Adventures in pocket edition.

Could not agree more

But also the hardcover campaign books they did would be awesome to have in pocket edition.


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Never stop making it is the new brainer.

everyone has said what would of been awesome
d6 divine caster
More Distant worlds and an Ap for that

For me, the AP I never got was one in land of the mamoth lords. I live the cavemen and mega fauna. If they ever did one for 2e, I would more than likely run it some how in 1e.


Still have not get an email or a response.


Never got reply by email and waiting on confirmation.


this is in regards to the following orders
Order 4757150
Order 14111815
Order 14427549


Can you please cancel all pending orders and subscriptions


ignore above post, can't delete


Emails are not working
Please cancel all my pending and pre orders
Also cancel all my subscriptions
Thank you


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With the skill appraise gone how do you value items and gems. I feel odd just telling my players. Would it be a society roll? Or is there something else I am missing.
Still trying to fully understand 2e


My two favorite parts of 1e is was the Occult classes, I loved the psychic a lot, and the gunslinger.

Hope to see both of those in the coming years.


Ediwir wrote:

So, I eventually got around to writing this thing.

I'm still very much working on it, but I thought I could use some good feedback. If any of you have worked on adventure conversion, please, point out flaws, add your own ideas, and feel free to help out.

I'm open to hearing your contributions. Have a look.

The Wololo Adventure Conversion Standard Guide

Just got pointed hear and briefly scanning the document, I thank you so much. I will be using this for converting Curse of the Crimson Throne.


Lanathar wrote:

That thread should also link to a discord where people are converting

Curse has a channel in there - not sure how active

Sadly I don’t think wealth is as simply as filing a zero off. But i have no idea whether doing that leaves players too rich or too poor. I just know it isn’t the way it works

Thanks, I will look into that and well sadly put away my file. Knew it sounded too easy.


Not for sure if this is the best place to ask this but,

I am going to switch my curse of the crimson throne over to 2e.

Would it be as easy to fill a 0 off the value of treasure and swap monsters one to one?

How would you to recalculate magic items?

Any input is greatly appreciated


I know I am raising this from the dead, but any help on kingmaker player hands outs. Been googling ad failing.


That is a super cheap magic item and well very beneficial.


I try to schedule outside of game, but there is times for reasons such as a more difficult area opening up where a quick leveling up the characters at the table has to be done.


I just started a new campaign and one of my players is a gun chemist with a Musket. I just want to make sure I understand the rate of fire for a musket under this system.

So with rapid reload and black powder, it would be two acts
With rapid reload and paper cartridges, it becomes one act.

So she could fire, Reload and then fire again? Next turn would be Reload, fire, Reload?

That seems to be what the rules would say. I like the RAE when I read it in the book, just trying to make sure I understand how it all works.


It took me a few months of playing before I noted that I was doing this wrong, and this could of explained an early TPK.
There is a lot of rules to learn when you first start and than it becomes pretty easy.


I always tried to do everything random and do not tend to cheat one way or another. I often roll combat dice in the open so players know it is up to chance.
That being said there has been more than one time I started running an encounter and the listed CR does not seem to match the results I am getting. Players are getting slaughtered not cause they made a bad choice but cause it has something that makes it truly devesting. Then I would lower it AC, Max hit dice, or drop its damage dice done some.


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rabindranath72 wrote:
TriOmegaZero wrote:
ultimatepunch wrote:
When playing 3.0 you make a character and play the game. In 3.5/PF you build a character and look for ways to do the stuff you built your character to do. The games may look similar at a glance, especially 3.0 to 3.5, but at the table the games play out very differently.
It boggles my mind to hear that the games are both so different but still both d20. I'm inclined to believe it is just the way you play it, but if someone can explain the differences that make it happen I would be happy to listen.

There are quite a lot of things, some big, some small, as mentioned up thread; some of these may be good or bad, depending on taste; some others are objectively relevant (e.g. game prep time.)

Some of the most relevant points for me (as a DM) and my group:

1) Character creation is fast; if you want to save time, each class contains a package which allows creating a character of whatever race in a few minutes. I think something similar was done for 3.5 as well in a web enhancement, but in 3.0 it's straight in the PHB.

2) Little or no decision paralysis, both at character creation and when advancing: there are very few feats, and their design is very tight (as a bonus, if you come from AD&D, you recognise some of those feats as previously fixed class features.) Many feats are designed as clear exceptions to very specific rules. For example, Alertness is designed to provide a bonus in surprise situations, and it's the only feat providing a bonus to two skills. If you want to get better in a skill in general, there's Skill Focus. Furthermore some of the feats in 3.0 were split into two or more feats in 3.5, with the result that each feat becomes less relevant. In general, when you take a feat in 3.0, it's a significant boost (this is important since, except for the fighter, there aren't many occasions to get feats.)

3) The game is not strongly wedded to the grid; there are some references in the DMG, but that's all. You won't find things like...

I was reading this a few months back and then made my next Adventure Path I am going to run into 3.0 So running Serpents Skull as 3.0 and things are going great. It has a different feel than PFRPG game does, lower magic and I really like that.


Dave Justus wrote:

In general it works out fine, but you will have to redo all the area templates.

Does a 5' burst cover 3 hexes (sharing a corner) or 7 (all around a target hex) instead of 4 squares?

Pretty much every area will have to answer that question, and depending on how you answer it, some spells will be better and some worse.

In general though, I don't think it will break everything. Making sure your players understand how it will all work will probably be the biggest issue.

Making sure I have an answer to the questions will be the hardest part. Thanks.


baggageboy wrote:

some spells specify square areas of effect (grease, spike growth, etc.) those you'd have to decide on how you want to define the area of effect.

Also, you know, most buildings are built with square dimensions, you have to work around that too. Still, there are some definite advantages.

Buildings and walls would be easy with rulers, then if more than half is gone it can not be entered.

Thou I did not about spells like spike growth. I guess it would be two hexes wide and too long so it would cover basically five hexes instead of four squares?


DeathlessOne wrote:
It would definitely simplify movement and reach questions. Cone-shaped spells would be more of a problem.

Ya cones would end up being a little wavy, but do not think it would pose a problem? Is there something there I might be missing?


I was wondering about switching to hexes over squares (cause there a wargamer in me).
I would be using the rules from unearthed arcana for it if that helps give people an idea what I would be doing? I think it would add a lot to combat.


Dave Justus wrote:

I don't know that their is a lot of difference in 'ease of running.' Some have specialized rules for them that are more (Kingdom building in Kingmaker) or less (Caravan in Jade regent) successful and learning and managing those can be an additional challenge. Most benefit from some customization for your party, but you don't have to. Some are better than others, or at least better for some people/groups than others, but I don't think their is much difference in 'difficult to run.'

By and large I would say that Pathfinder has avoided power bloat pretty well. I don't think the newer classes are more powerful than the core ones (with the possible exception of the original summoner, the spell list they got was a little OP, unchained summoner is better, and if you have any players that want to play rogues I higher suggest the unchained rogue instead of the core one, it is a much needed upgrade.)

Of course more options can be a bit of power creep even if the overall balance is pretty much the same. If you have 10 feats in a game and 2 are great, 8 are average and 2 are horrible and supplements increased that to 30 feats, 4 are great, 16 are average and 10 are horrible, there hasn't exactly been power creep but a character that gets 4 feats is going to be more powerful with the supplements than not. It isn't that extreme though.

I don't think their are any paths that wouldn't function just fine with a core only group.

The real issue for customization is that the paths expect a fairly mediocre degree of optimization. I would consider the groups I have been in for paths to be only mild optimizers, but even that made most of the combats pretty easy. Usually I have ended up throwing the advanced simple template on everything to make it enough of a challenge to be enjoyable which is not 'no work' but not very very much.

It is great to hear that they avoided the power bloat over a decade. Really refreshing.

We would be a very casual group. If we worried about things being too easy maybe start at 15 points buy instead?


In my Games I always did it at 10% lower than the lowest character.


It has been about 8 years or so since I really delved into Pathfinder. I left early one to run a lot of 1e or 2e games. Kinda feel like I went down that road as far I want and know I really want to dig into Pathfinder. I missed the majority of the run of Pathfinder, and since now it is almost a closed game guess I should dip my toes in it.
So a few questions for basically a newcomer to the game. First, of course, the main reason to return is the ease that pathfinder gives in it the selection of adventure paths. I ran the rise of the runelords and the beginning of the legacy of fire. Which adventure path is the easiest to run? Life is too busy for something I got to put too much work into changing so it runs fine.
Lastly are the core classes still playable in the later adventure paths or was their sort of an escalation of difficulty. I was hoping to stick pretty close to Core tell I get my feet under me.


I hate doing this so soon. This adventure path is not doing it for me, and with the advent of 2e in a few years not for sure if I am going to go back into pathfinder.


Can I get my pawns subscription cancelled.


Logan Bonner wrote:
Hythlodeus wrote:
How backwards compatible will this be? How much work will I have to invest in a 2nd ed. AP to make it work in the real system?

Most of the encounter groupings will work pretty well. Converting a 2E monster to a 1E one will take some time (more time than going in the other direction anyway), but is pretty doable. For interaction and all that, certainly all the same concepts will be there, just implemented in different ways. And any adventure featuring downtime heavily will probably require Ultimate Campaign and some work by hand.

Treasure is your biggest wild card here. Money will need tweaking, and you might have to add in more +1 longswords and the like. Individual items may or may not be in the P1 Core Rulebook, but you kind of already know the sorts of replacements you might be able to drop in.

Hope that helps!

I just got back into pathfinder three months ago and one of the main reasons why was all the Pathfinder APs floating around.

How much more work is it going to be, the converting of these. Kinda worried, kinda thinking I should not of resubscribed. Any help in telling me that it will be easy to convert.

Also Goblins as a core race? Why is that a core race? so STUPID.... That alone makes me not want to get it.


Great, felt dumb asking.


This might be a dumb questions, but are the skills listed in the bestiary already modified for the creature size?
Yes it is I am pretty sure the answer?


Is it in error in the anniversary edition or is that her real stats beefed up? Seemed low when I did the quick read and now I am going to be prepping for that encounter?

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