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Sometimes think people don't play diplomacy correctly. Guess OT
RP is what you make of it. Sometimes maybe npcs have too much backstory as it almost fences you in. RP Depends on the group make up, both pc and player, as well as the module.
I do enjoy social dungeons where the monsters mostly want/will to interact in some way. Only had one thing published, a 4 part ~200 room dungeon AP for AAW. In that I desperately tried to put non fighty way round lots of encounters. Kinda tricky a lot of the time
P.H. Dungeon wrote:
I intend to run it for experienced players. It will play different to other d20 so they will need to forget what they know
Sandbox, freedom, choice............more adventure, less path please
Insain Dragoon wrote:
This I have been saying for longer than I recall. Many APs feel like novels that the party are interupting.!
Steve Geddes wrote:
Exact opposite for me.
In APs I feel the pcs are just in the way of where the author wishes the story to go, so npcs are put there to ensure story goes that way
There won't be many GOOP in a game hopefully.....by 5th everyone in PF has stat item+2...... ok, many, pc's do.......I am so looking forward to the magic coming back to the game by 'less magic' !!!!!
Not working for living is a bonus. Living games need magic shops, formulaic adventures and lots, lots rule
Freedom sounds lovely to me
Dave the dragonborn shouldn't get angry over what the female dragonborn do or don't lack. Tate the tiefling is more interested in whether he gets a spikey tail or not
Oh man. I spent at least two minutes coming up with an awesome* breast related pun and no one spotted it. Or everyone ignored it. Please someone humour me!
*ok, wasn't that awesome if no one saw it!
I Like minis, just not to play chess with
The Varnhold Vanishing is probably my favourite book of any adventure path. I don't see the pattern at all. I think maybe it's just the level range that's your problem, as around about level 7+ is when Pathfinder really starts to get complicated.
VV is ok as an adventure, just doesn't add to the plot
I'm fine with PF levels until people start doing 4 or 5 things around, insist on rolling 13d6, when average will suffice, etc. Basically when the game becomes more complex than rolemaster it's time to start low level again
You Are an archer
My first DM had a rule that whoever struck the last blow on an enemy received all the experience for it. I hated that rule.
Sort of works that way in rolemaster!
That's good to hear, I hope you guys enjoy it as much as I did. :)
Thanks for making me stick with it. It is the best of the AP thus far
Sounds to me like...
Take time to really read both the rules and spirit of dnd before you think about releasing stuff......some truly awful awful stuff came out from 3ppm when 3e was released.
need to subscribe to adventureaweek to get the other 3 parts of the adventure path
K177Y C47 wrote:
um.... Ki is from the Core Rule book... and Arcana is just a modification of Ki...Eidolons are completely new, but hexes are no that complex, just At-Will Su abilities.
So added stuff then. If most new classes add a mini game then it's bloat.
Hmm. Can't decide how insulting your post is
Think ditching the AP is the answer rather than ditching friends.
That's fine until the only way to do the mod is the way the npcs says. It is likely the way the GM uses them as well
In serpents skull no matter what we have done the npcs/factions remained prominent. In book 5 + 6 the pc's can go and have a holiday and let the npcs get on with it
I see the term as a GMPC as an npcs that becomes the driver, you can't get rid off, is mission critical etc.
It could also be me. I like player driven games, with players making up npcs as needed for the scene etc. Or written in npcs become more player controlled....... Kingmaker was excellent for this
GM pouts when we ignore what his npc has said we should do
Many, many, more.....but will end up sounding to whiny!!!!
I agree. Too many mods where it is about the NPCs, and the PCs tag along and are sometimes given permission to do stuff. Serpents Sk especially
The pc's should develop.they should be mission critical. Any npc should be allowed to die, leave, be ignored, etc and the game should still work.
Yep shattered star
PFS isn't the way forward. They are even more formulaic.
Railroad is fine
I tend to find that if players begin to wonder way off what is planned I just say "ok I haven't planned for this so it's now your turn to add more input and ideas as we make stuff up on the fly".
Zombie Ninja wrote:
Yeah a thread were every post is correct!!
Golarion is really high powered, at least 1 in 20 can cast spells and PCs can have permanent magic items often before they reach 2nd level.
Give up with the Lovecraft 'homage'...the setting is nothing like that
There are 300+ gods, some walk the earth, some were men just a few years back, their weakest clerics can cast water creation all day long......enjoy that its not grim and gritty and have the peasants played like the world they live in.
APs....great in theory but meh in practice...do the authors know each others email addresses?
PCs are way more important than NPCs. Give the PCs choices, that is the heart of a rpg
Do not give the PCs illusion of choice. Make the choice count for something
The Power Creep has been insane and very fast
A feast, where the food is poisoned, how original!
Ditch the factions in PFS, increase choice and consequence, and let that be reported.
3PP is good. They can pitch outside the box...you can quibble on their spells, feats, classes etc but the adventures are often top notch
I like the Cover. This is not a 5-star review
I hate the cover. This is a not a 1-star review
I dont like RoTRL
That will do for now
Always thought it a bit weird in general that the baddie has a 40% to nearly double the CR of the encounter, for no extra XP...so I do keep it full round
I also always felt that if a devil/demon summoned another devil/demon...it is just as likely to attack its summoner!!!
Im sure its an ability that could be more random/more fun
Not sure how much call there would be for a Chaotic Evil Sanndbox, but this is what im working on currently, and playtesting soon, as it is 1/3rd complete
KINGSLAYER ADVENTURE PATH : HEXPLORE YOUR EVIL SIDE
For as long as any can remember the great Citadel of Gedallion has shone like a beacon holding back the darkness. The demonic hordes to the South have spent endless centuries trying to break down this bastion of good.
At long last they have succeeded.
With the citadel of Gedallion a smouldering ruin the abyssal led hordes of the Nations of Six are free to burn, pillage, destroy and wreak chaos and bring despair. As is their way they have immediately turned on each through petty squabbles, long held grudge and seething hatred for their own kind....though not all demon lords are like this. In the Southern most region of the Nation of Six a shrewd and patient demoness plots. Her name is Delaxzinia and she is about to unleash hell, or something akin to hell.
Delaxzinia’s hatred is not aimed at the humans to the North but rather a festering plague that has been a thorn in her side for as long as she has dwelt in this mortal realm, the elves. Now with their human allies broken and scattered Delaxzinia sees her chance to secure the great victory she has long coveted....the complete and utter annihilation of her most hated foe, and their High King, Uldranor II, lord of the Western Woods.
Through intrigue, tactics, warfare and grand strategy she will bring down the fey, and in their place will rise such a darkness and empire, that all beings, demon and men, will bow down before the great Delaxzinia.
ADVENTURE PATH SYNOPSIS
The PCs will start off as minions of a shrewd demoness. They will attack and destroy nearby enemy lands and begin to build their own foul empire. In time the PCs will get to a level of power where rival demons may threaten them, they may decide to overthrow their terrible mistress, or seek total dominion over the fallen human empire.
Module 1: Storm the Gates.
Module 2: Into the Breach
Module 3: Raze the Bastion
Module 4: Bring down the Walls
From here onwards the PCs goals and actions decide which of the final three adventures they wish to play, and in which order. Each is easily adjusted dependent on the PCs level when they begin the module. The PCs can complete one, two or three and in any order.
Module 5a: Six Become One
Module 5b: To Slay A Queen
Module 5c: The Burning Empire