| GMMichael |
| 1 person marked this as a favorite. |
I've been luring on the recruitment thread for the round Robin dm of this same game
Pf2e conversion of RotRL book 1 (Burnt Offerings) to Seven Dooms of Sandpoint and can appreciate the draw and the desire.
So let's see if I can put my spin on it.
I'm not into collaborative dming, otherwise I'd just volunteer to rum part and play on it.
So let's get into specifics.
Looking fir 5 or 6 players who want to play , at first, budding heroes of Sandpoint to help defend against villains bent on destroying Sandpoint..
And later ...17 years later...get the call again.
It'll be PF2
1. Ancestries
Dwarf, Elf, Gnome, Halfling, Human only
2. Background
Whatever Background you choose will put you into what you've been doing and where you live in Sandpoint. You'll be citizens of the town.
3. Classes
Any
4. Options
Free Archetype at 2nd
Free Ancestry Paragon.
5. Because pf2 has more rabbit holes than can be imagined, I allow tweaking of the character through level 3. After that you have to stay the course.
Is there enough interest for this?
I don't want completed characters...although Pathbuilder does make it easy.
But just Ancestry, Background and class will suffice.
I'll keep the recruitment open til at least July 1st.
Shall we save Sandpoint?
| GMMichael |
Heh, referring to my game, eh? I would love to jump in on this, but I will instead wait my turn, if we can get the game going again. ^_^
If anyone gets left out, have them check in with us!
Yeah. You inspired me to consider how to link the two. I lurked for a while before finally deciding to do something. Hope I'm not stealing your thunder.
Just don't want to collaborative.
I'm a greedy DM that way ;)
Aeshuura
|
Haha, totally understandable! I like experiencing other GMing styles, and am happy to set things up, but I want to play too. So that is why I proposed that. However, I have been the only one running, because I volunteered to run Burnt Offerings, having run it before (long before) and like my spin on Sandpoint.
Anyway, I am happy that someone else is also running it and may lurk on your game too! I am also running Seven Dooms face-to-face for my group that I originally ran the Rise of the Runelords for, gosh, almost 15 years ago? They are all playing the children of the original PCs, so they are all teenagers! It is fun to see how it is playing out... Sent one to the Boneyard already... They had to make a deal with some higher powers to get him back! Now he has to take Champion or Cleric Dedication with his next even Class or Archetype feat!
| GMMichael |
| 1 person marked this as a favorite. |
Experienced at PF1e, VERY new to PF2e, but willing to adapt and learn.
ABSOLUTELY want in on this if at all possible.Will update soon on the character basics I'd like to submit.
I saw you had limited knowledge of pf2.
So nuts and bolts three biggest changes.
1. 3 action economy. Instead of 2
2. Character races (ancestry) and classes are fundamentally different. Pathbuilder is a huge boon. The basic is free. But for full access to everything pony up the $4.99 cents 1 time to unlock it all. Except gm capability (which you don't need) and even then it's only another $4.99.
3. Expect all monsters not to adhere to any rules. Each is it's own
Critical Mechanics differences
1. Perception = initiative
2. Monetary system is silver based instead of gold...so treasure is lots less.
3. Medicine is skill used for healing and battle field medicine anyone can take and makes healing spells less needed.
4.casters have less spells in their repertoire but cantrips scale and become bread and butter
5. Three types of feats. Ancestry(racial abilities)/Skill(Think power stunts)/class (makes each character different)
6. Multiclassing is virtually out the windows. However you can choose archetype or dedications that replace that mechanic and adds a little bit of other classes with you. Starting at 2nd level you can choose this instead of class feat
Because I'm using free archetype option
You get a free alternate class feat every other level. Which makes every character 100% unique.
Additionally Ancestry Paragon means double the racial feats.
| GMMichael |
Haha, totally understandable! I like experiencing other GMing styles, and am happy to set things up, but I want to play too. So that is why I proposed that. However, I have been the only one running, because I volunteered to run Burnt Offerings, having run it before (long before) and like my spin on Sandpoint.
Anyway, I am happy that someone else is also running it and may lurk on your game too! I am also running Seven Dooms face-to-face for my group that I originally ran the Rise of the Runelords for, gosh, almost 15 years ago? They are all playing the children of the original PCs, so they are all teenagers! It is fun to see how it is playing out... Sent one to the Boneyard already... They had to make a deal with some higher powers to get him back! Now he has to take Champion or Cleric Dedication with his next even Class or Archetype feat!
Well play or lurk is fine by me
| GMMichael |
Part 2 of big differences in pf2.
4. Crit/fumble system. There are 4 levels of die rolls for almost everything
Critical failure
Failure
Success
Critical success
Nat 20 boosts die roll 1 level
10 above is a Critical success
10 below is Critical failure
Nat 1 reduces die roll 1 level.
So the small modifiers can make a big difference here.
5. Very few things have AoO. Including most monsters. The fighter is predominantly the only class that gets it. However other classes have something similar.
6. Death. Occurs at dying 4. With a few exceptions. At 0 hp you go to dying 1. Each round you make flat check to Stabilize
(Flat check is d20 roll no modifiers) . The DC is 10 plus your dying level. If you fail you advance to dying 2...then 3 etc.
7. Hero Points. Are an innate part of game. Awarded more frequently. Max 3. Only uses...spend 1 reroll die. Spend all keep from doing.
Aeshuura
|
So, if I throw my hat in the ring, since you only have two players right now, I would be thinking of an alchemist. Probably a dromaar human.
What I have been thinking of is a character that was an escaped experiment, and has canisters and tubing running the length of his body. He learned alchemy to survive his condition and utilize these enhancements. Mechanically, everything will stand in terms of actions and whatnot, just flavorwise, he would be looking like this.
Does this sound like something that you would be interested in running?
| OceanshieldwolPF 2.5 |
One thing Dread - in a strict PF2R game, Perception is *not* necessarily always what you use for Initiative. Depending on the situation, it could (with a flexible DM or creative player) be almost anything. But generally, if coming out of Exploration Mode, or perhaps a social situation, it could be different:
* You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
* You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
* You might call for Society for a character who realizes that the diplomat they're talking to is actually a spy based on misinformation in their cover story.
* You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
You can find more info HERE
Aeshuura
|
| GMMichael |
One thing Dread - in a strict PF2R game, Perception is *not* necessarily always what you use for Initiative. Depending on the situation, it could (with a flexible DM or creative player) be almost anything. But generally, if coming out of Exploration Mode, or perhaps a social situation, it could be different:
Archives of Nethys wrote:You can find more info HERE* You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
* You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
* You might call for Society for a character who realizes that the diplomat they're talking to is actually a spy based on misinformation in their cover story.
* You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
I know. Just after running quite a few games It normally 90% is perception and most commonly is stealth if someone is sneaking ...but rarely could be almost anything. Sorry I didnt share that info above.
| GMMichael |
rdknight
|
I have about a teaspoon full of experience with 2e, but I'd like to give it a go. I'm thinking a Human Rogue, either Thief or Scoundrel, who's led something of an unsavory life up to the present.
I'm unsure on other build details right now, I'd need to do some looking around at the available options.
EDIT: If I went with Scoundrel could I be a cousin of one of the local noble families, say Valdemar? I'm thinking they're from Magnimar and went off the rails down there. Sent to Magnimar to dry out and let enough time pass for the cloud on the family's name to clear. Party Scholar would be the background.
| GMMichael |
| 1 person marked this as a favorite. |
Day 2
Seth86 Elf Martial Disiple (Arcrobatics) Fighter
Aeshuura Human ?? Alchemist
Coffee Dragon Human Deputy Championk
Blake's Tiger Halfling Street Urchin Magus
Rdknight Human Scoundrel Rogue
Ira Kroll Human Artist Animist
That's enough to make me start working on the game. Keeping it open til July 1st when I will make the decisions on players with a plan of having game kick off that Monday after 4th of July Weekend.
| GMMichael |
So next installment of differences between pf1 and pf2.
Terms and combat manuevers
1. PDC, FDC, RDC, WDC= Perception, Fortitude Reflex, Will DC. It's the passive method of opposing things that may effect the character.
10+modifier sets the DC
2. Off-Guard = Flat Footed. (In pf2 it means -2 to AC) a number of things can cause the off guard condition including flanking, most the time. Off-Guard allows applying sneak attack damage.
3. Strength related combat manuevers will be opposing FDC
4. Dexterity related combat manuevers will be opposing RDC
5. Deception/Intimidate etc use WDC
6. Sleight of Hand or Stealth etc will be opposing PDC.
These are generalities and of course there are exceptions
| GMMichael |
| 1 person marked this as a favorite. |
The Rise of the Runelord one will be more pertinent with Sandpoint. But ignore the traits obviously.
If you've played rise of the runelords it won't matter as much. But if you havent, there are events that they reference in the seven dooms book that haven't occurred at game start.
So leave that one alone. When we do the 17 year age up, you can read that one.
Aeshuura
|
Not really, but I am partial to Lost Coast Local, myself. ^_^
Backgrounds are:
Cathedral Child - good if you want ties to Father Zantus and maybe some of the history in Burnt Offerings
Curious Apprentice - could give you a connection to Red Dog Smithy or maybe even the Glassworks, any number of skilled workers really
Eager Scofflaw - a rapscallion character could benefit from this one and have a tie to Sandpoint, to boot. Maybe having a connection to the Bunyip Club or Scarnettis?
Militia Member - good for a fighter type, get you in good with the locals
Newcomer - This one is good for a librarian type, but just as well could be someone curious about going to new places.
Of course, as GMMichael has mentioned these could each be replaced by one of the numerous backgrounds already available. I DO, however like the addition of the reputation bonus for the different factions, though it wouldn't come into play until Seven Dooms.
| GMMichael |
If you wish to use the original Rise of The Runelords Campaign Traits as Backgrounds here they are converted.
fluff for all these is the same as in RotRL PG
Eager Performer (contact-Cyrdak Drokkus)
2 ability boosts- 1 must be Cha or Dex other is free. Gain Fascinating Performance Skill Feat and are trained in perfromance and 1 choice between Music/Theater/Entertainment Lore.
Family Ties (contact-Jubrayl Vhiski)
2 ability boosts- 1 must be Wis or Dex other is free. Gain Experienced Smuggler skill feat and are trained in thief=very and the Underworld Lore skill
Friends and Enemies (contact-Daviren Hosk)
2 ability boosts- 1 must be Wis or Str, other is free. Gain Train Animal Skill feat and are trained in Nature skill and Goblin Lore skill
Giant Slayer (contact none)
2 ability boosts- 1 must be Str or Con, other is free. Gain Titan Wrestler feat and are trained in Athletics skill and Giant Lore skill.
Goblin Watcher (contact none)
2 ability boosts- 1 must be Wis or Int, other is free. Gain Quick Identification skill feat and are trained in choice of Arcana or Occult and gain Lore Sandpoint skill.
Hagfish Hopeful (Contact- none)
2 ability boosts- 1 must be Con or Wis, other is free. Gain Natural Medicine skill feat and are trained in Nature skill and the Herbalism Lore skill
Merchant Family (Contact 1 of the 4 founding families [Valdemar/Deverin/Kaijitsu/Scarnetti]
2 ability boosts- 1 must be Int or Cha, other is free. Gain Bargain Hunter Skill feat and are trained in Diplomacy skill and have mercantile lore skill.
Monster Hunter (Contact-none)
2 ability boosts- 1 must be Str or Dex, other is free. Gain Intimidating Glare skill feat and are trained in Intimidation and have the Monster Lore skill. [vs Aberrations and Magical Beasts]
Scholar of The Ancients (contact none)
2 ability boosts- 1 must be Int or Cha, other is free. Gain Dubious Knowledge skill feat and are trained inArcana and Lore Thassilon and speak Thassilonian if you have a high enough language for bonus lang.
Student of The Faith (contact none)
2 ability boosts - 1 must be Con or Wis, other is free. Gain Student of the canon skill feat and are trained in Religion and have a single Dieties lore skill.
Now should you want one of these, I think we will have to explore out to create it in Pathbuilder....
| GMMichael |
| 1 person marked this as a favorite. |
I DO, however like the addition of the reputation bonus for the different factions, though it wouldn't come into play until Seven Dooms.
au contraire. I plan to import it over to Burnt Offerings and add a few new factions as well.
It will start from day 1. Im also going to look at how I can add the reputation bonus from any background you choose.
| CucumberTree |
For a background, can you allow:
Discarded Duplicate
Rare
Someone created you for a specific purpose. Some important person, be they a storied royal, a contentious politician, or a stark military leader, needed a body double for their most dangerous appearances. Using a mixture of fringe science and magic, you were commissioned and trained to emulate this person in every way, and have stood in for them in countless deadly circumstances. You may or may not know the reason behind your decommissioning, but whoever discarded you didn't finish you off. Now, the world is yours to explore—but “you” may have a bold or brutish reputation, or the individual you were duplicating may be long dead. Regardless of the fate of this individual, your way of life has changed drastically.
You and the GM can work out how to incorporate your previous life into your story. The GM can keep this knowledge hidden even from you, or you or another character know what happened. You and the GM can also leave the information unspecified and fill it in later. You gain three free attribute boosts. You choose two, and the GM chooses one based on the attributes of the character you were built to duplicate.
I have an interesting idea of continual reveals (mostly Horrific) as time in game progresses.