jkmiami89 wrote: For most of the damage-dealing cantrips, it seems that heightening them changes the number of damage dice, but not the type of damage dice. However, Produce Flame starts as 1d4, and heightening it changes it to 1d6 + spellasting ability, then 2d6, etc. etc. Is this an error, or is this spell supposed to change damage dice? If it is an error, should it be all 1d6 damage, or all 1d4? to me 1d4 seemed really low for damage. And the persistent damage was only with a Crit. I was looking at ray of frist or telekinetic projectile over this spell. Ray of frost does more damage and crit does more damage.
I love running it without EXP. I can get rid of crappy encounters without much consequence. Plus the players aren't penalized on EXP for missing things. Other adventure paths I've run the players had fallen behind because they didn't go "here or there". One example in this one is Encounter Instance:
My players never really went to the wharf in Illmarsh thereby missing the encounter there. Without Exp, it seems I'm able to do more with the story, less railroading. I'm able to change encounters around without worry.
I love the notes and plan on fully implementing them into my campaign. But I'm going to take it a step further. I am going to have AA. Visit Kendra and give his condolences then drop off the letter to the sherriff on the way out of town to be given to the PC's "if they defeated the harrowstone ghosts" I am fairly certain the group will ask the sherriff where he got the letter and he will describe the man that stopped by. Also is there gonna be another letter?
So I'm gonna be running this very soon, questions:
and in the beggining the PC's receive tomes to be delivered, the tomes are highly associated with evil. One of my players is a paladin, what's to stop him from destroying the tomes? And if he does are they a neccessity for the future of this campaign apart from their delivery? IE do they appear elsewhere, like they are stolen from the university? I need an answer asap.
Sara Marie wrote:
I looked everywhere.
Sniggevert wrote:
Yeah they probably will ship both to retail stores at the same time. My subscriptions says ship by oct 25, and Marie said above that this will start shipping next week. However if I'm getting beast 4 will mine be delayed and not as fast as it could be?
Sara Marie wrote:
I'm subscribed to the rpg and card game. I really want this adventure deck ASAP, but I'm afraid beastiary 4 may hold it up. Is there anyway to get them shipped separate? My worry is that the retail stores will get it in before I have my copy, because I have to maybe wait for beastiary 4.
Where are you all getting the rules are they posted somewhere here and I am missing them? I would love to read them so that come gencon I know how to play and can open my game and play an adventure. Also my group is almost always 3 players, will that effect gameplay? As I read 4 players is the sweet spot.
I was wondering something. Can I replay adventures using different characters and level them? Or would that be taking away potential additional cards for other characters? Sorry if this sounds a bit confusing but without reading the rules I really don't exactly know how the game works. Basically what I am envisioning is that after an adventure you get cards that can be added to your deck, but by doing so will those cards be denied from other classes.
_Cobalt_ wrote:
Yeah booting them out wont really work as we play at their house. It would be more like me leaving. Plus it's hard to boot someone out of the group that you've been playing with for years. I admit a couple of years ago i occasionally fudged my roles as a player, but it was mostly because I didn't want my pc to look worthless compared to cheaters, but I found out that the game is more fun if you accept the bad rolls. Seriously failing a charm person spell save and attacking your own group made for a memorable combat.
As far as dice falling off the table it really doesn't happen. Funny thing is it usually only happens when one of the players uses a dice tray. The dice bounce out. Putting something in the middle of the table is a bit out of the question as the players at he ends would have to toss their dice about three feet into the box. This table is like 7 feet long. I do like the idea of stating for dramatic purposes I want to see the dice rolls. And I really do like seeing when a player rolls a nag 20. The other night a player rolled 2 in a row, not a cheater, I saw the rolls and it was exciting. My initial response to the cheating was, if that's how they have to play to have fun then let them, but now its effecting others. As for using large dice I thought about bing everyone one. One player uses a blinking d20, but the group I'm with have their favorite d20 that they have been using probably for 5+ years. I thought about putting dice towers at either end of the table and making it so the dice roll out into the center, ie the come out the bottom and roll out, but I'm not sure if that would work, if the dice would even roll far enough, and thus it could be a waste of an investment. I think I may go with the dramatic purposes. Seriously I don't remember when a cheater rolled a 1. The other night one of the non cheaters saw a cheater roll 4d6 for a scorching ray the cheater rolled 7 damage so he picked the dice up and rerolled. This a mentioned to me afterwards.
We did pass around a dice tray, but it got tedious, passing it on every initiative, i would forget to pass it, and the cheaters never made it a priority. but it helped somewhat, the cheaters dice were more available to be seen. though a quick pick up or a dark die made it hard still. Unfortunately there isn't much room for a box lid. Between battlemat sketches and books, most of the space is taken up. Now rolling a die on the battlemat is fine as a die doesn't take up much room.
BzAli wrote:
I did counter cheat for one session. But the major problem with the cheaters is that they are making the players who are playing fair, look vastly inferior. I believe cheating leads to more cheating players because everyone wants their character to "shine".
I have a group that I have been playing with for 10 years. Some in the group longer. Until recently cheating hasn't come up, but I am about 90% sure that 2 of the players are cheating/fudging their rolls. The other 2 players either roll very large d20, or just roll out in the open. We sit around a large table So it's hard to glance at the dice that players are rolling. One player quickly picks his dice up after rolling, he also kinda shields them with his other hand. The other player rolls a very dark d20 and often times rolls in a small space on the table away from sight. The fudging has gotten to be unbearable for me as a GM, and the players who are not cheating. Its tough to pull them aside and say "hey if you are cheating please stop..." Especially since I have been playing with these guys for so long and until the past couple of years it hasn't been an issue. One of the players even cheats in card games we play, but that's beyond the topic. I was considering a rule where I have to see the roll otherwise it doesn't count. Not only for this issue but also because i really do like to see it when players roll a nat 20. But it's hard to implement this when we have never done this. Any advice?
j b 200 wrote: I think your DC is wrong. 10+ 1 (spell level)+ 1 (SF) + 2 (EF+GEF)+6 Cha = 20 not 22. Yeah you're right. And I am also using AP's. But really I was a bit upset that my big baddie didn't make it out of the first 2 rounds. But I also in my AP I have an alchemist with 4 arms and a bite attack. He basically wields a scythe in 2 arms, does 2 claws (vestigigial arms)and a bite. He kinda annoys me as well. But his claws and bite aren't nearly as devestating.
Ok yes he is an Ifrit, fire elemental bloodline sorcere, with spell focus Evo, elemental focus fire, greater elemental focus fire, and 20 (22 with elemental affinity) That's a dc of 22 And he's 7th level so most of what they are fighting are around cr 6 or 7. If they were fighting a cr 8 stone giant the giant would fail 50% of the time. But the spell is mostly used on NPC for example a 9 th level rogue. Not the greatest of fort saves.
I have a layer that uses Ear Piercing Scream constantly. He coverts the damage to fire so that his elemental bonuses to dc apply. Almost always he dazes a monster and that monster misses its next turn then the party gangs up on it nearly killing it. Anyways in comparison to daze monster ear piercing is vastly superior and daze monster is a second level where as Ear Piercing is a first level. It's superior because 1) it's 1st level
So with that said should eps be nerffed?
I put my pawns into the business card sheets, but its a bit of a hassle to flip all the pages. Because some pawns slide out as I turn the pages. Therefor I don't use the pawns very much. I would like to ultimately store them sideways alphabetical by creature type and just be able to flip through them. Scanning the name's. I have been looking for a storage solution to do this but the Plano boxes are too small for the large pawns. A parts chest with drawers in it would work great. I could label the drawers, but I can't find a store nearby with a good selection of them.
Here's my take. The job rolls did become tedious, also we now kinda don't do naval combat every time a ship is spotted. My main issue is that the ap has a lot of misc rules, and settings. Ship stats, city stats, underwater combat. These are things my group rarely plays with and it seems I always have to look stuff up. A lot of stuff in the ap to me seems tedious. I just finished book 2 and am sick of sahaguin. They can't hit the pc's and their hp are so low they die in 1 or 2 hits. Maybe I am getting burned out, but right now I am finding this not as much fun as I hoped. It seems it requires a lot of DM work. Just my thoughts.
I am not international. Maybe I'll try to find other things to add. However my main concern was with subscribing. I don't want to subscribe if shipping is always going to be priority mail at $13. Even with a regular non subscription order priority is the cheapest. It doesn't list standard. Steve Geddes wrote:
I am a GM and ran one ship to ship combat thus far. Well in that combat the sorcerer basically crippled the other ship by doing this. He first shot a flaming bolt at the sails, then next round cast pyrotechnics blinding nearly all on top deck. Now I love creative role playing, but this turned out to be very powerful. I ruled that half the crew was above decks as well as prominent figures. This resulted in them becoming blind. The ship started with a crew of 40 with half on deck that dropped to 20 then they became blinded. Basically until the crew was swapped out with those not above decks the ship was uncontolled. This crippled the ship for about 2 or 3 rounds. This overall was very powerful. And even when the pc's boarded the enemy ship the npc's still had a round left on their blindness. Like I said I like creative role playing but doing this crippled the ship (at least the way I ran it) and this was a second level spell. Should I change the way I handled this and if so how?
Ok makes sense now. Thanks for the response. It helped a lot. Sean K Reynolds wrote:
Sean K Reynolds wrote:
Under many of the magic item rolls, no specific pages as its on each item type, but it lists lesser minor or greater minor categories. I really wish it was all just under minor, not having the minor items separated into to different categories. Lesser and greater. I think it's for loot distribution, because there are charts toward the back that lists what should be given out for certain monsters etc, but I wouldve liked to seen just minor, medium, major. Not those split even more.
I am trying to figure out the magic item roll charts. They listis lesser and greater on the charts and I have no idea what that is. I am trying to use the charts to roll up random magic items found in a city, but how do I determine if it's lesser or greater? Plus I don't like flipping to the main book to find random item generation roll on that chart then back to this book to roll.
mbauers wrote:
Yes but I was thinking that the pc's might try to find Harrigan and say 'Look your 2 officers were trying to steal the ship, but we killed them and recovered it for you.' Its a situation that I am trying to avoid.
So in my group captain harrigan has handed out rewards as described in the ap such as a potion for the crabs, and other scenarios. My question is the pc's almost like the captain should I play him up as more ruthless? I'm afraid that once the pc's acquire a ship they may want to team up with Harrigan.
My group is:
I was debating on allowing the Strix as flight may be a game changer, but after reading some of the adventure the flight helps out in some instances (boarding), but in others is virtually useless (fighting creatures underwater) as those creatures have total concealment. TechLee wrote:
Ayrphish wrote:
Nice work. The only thing I would add is rolling for work that NPC are doing on a given day. That way PC's could possibly work along side NPC's if they both get the same job roll, but this can be roleplayed out as well. I just thought it would be easier during the day for th pc's to interact with the npcs.
SnowHeart wrote: I was in a nautical campaign where another player did the vivisectionist approach exactly as Joseph described above and it worked fantastically. That said, don't forget the PCs have been press-ganged (drafted) into a pirates life, something they may very well have no qualifications for except for being able to swab a deck. I'd allow just about anything and let the players figure out how to make it work. But before the pc's are press ganged it is assumed that they came to port peril looking for work as a pirate (at least I think so). I may just have the player give me a more detailed story as to why they are becoming a pirate and if there story is believable then the class is ok with me. So far my group is a half-elf (sea traits) healing witch, a sylph sorcerer stormsoul, a barbarian that is going elemental rage, and the alchemist. Another thing would the alchemist bombs catch fire to the ship? And if so where are the rules for spreading fire?
ok since skull and shackles is out I anticipate a few fireballs, explosive alchemist bombs etc to be thrown about. So my question is where are rules for let's say a ship caught on fire? How does it spread? How is it put out? Or other rules. In the naval combat section of the skull and shackles players guide it lists spells such as fireball catching a ship on fire. Thanx
Joseph Wilson wrote: My wife is actually going to be making an alchemist pirate using the chirurgeon/vivisectionist archetypes. Her aim is to take on the carpenter/surgeon role of the ship, and I think this build is going to make for some great flavor. Our characters are going to need to see her, but will also be dreading it. She's going to enjoy the cutting a bit too much... (did I mention her race is tiefling? :-P) I can see that variant being played, but that's about it for the alchemist.
so one of my players want to play an alchemist for this ap. My problem is that an alchemist pirate doesnt make a lot of sense to me. Creating flask items on a moving and rocking ship doesnt seem ideal and throwing flasks especially in weather situations seems off as well. Maybe its just me but what would your take on an alchemist in this ap be?
Can the PC's go different routes such as being Heroic swashbuckler's or cuttthroat pirates? I read somewhere that there was a fame/infamy scale and a loot/plunder scale, though I'm not sure how correct that is. Maybe I will just have to wait until the actual AP comes out. But my group is chomping at the bit to make PC's and I need to know what style of play is available to them.
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