Hello all,
I Have been looking into third-party materials for awhile and, to not make this first paragraph extensively long, have been wanting to run a 'sim' in pathfinder wherein an ARTISAN (3rd-party class published by DROP DEAD STUDIOS) is to edge out his existence in the world.
If you haven't left yet, that means that i have some garnered *some* interest and hope you can give me advice.
I've wanted to play the Artisan class for a long time now and haven't had luck with any prospective GM's in my circles that have gotten past the first few paragraphs without going "this class is going to be broken, if not already is at 1st level." But i'm not here to gripe (a lot), this is indeed me asking the community for help in setting up an endeavor I've wanted to take, but haven't the firmest of grasps on where to start with SO many options.
The inkling I've had is this: Using the 'Mythic Game Master Emulator' (published by WORD MILL GAMES, a product that either takes a lot of hassle/choice away from DMs or scraps them altogether) and a Android Artisan, I've been wanting to essentially 'test run' the character, alone, through a scenario that I have mediocre control of.
That being said, I know finding a suitable GM or player to run this with would be way easier and earn more profitable experience with the character classes' pros, cons, and broken-ness -
I've already tried to get that; I'm now looking for what i think is the next best thing.
Need Advice Here - Getting on with it:
I need some help with the setup of it all. I have a few thoughts on how to go about it (presented shortly) but don't know which one to pick or if there is a better setup i haven't thought of (and not being Super self centered, thats why I'm here, 'cause, surely, there is one out there). So far, there are 2 topics i need talked though: Starting Scenario & Crafting system
TL;DR?
I need advice on a starting scenario: Settlement start, Stranded island start, Dungeon room start.
I also need advice on the crafting to use: Classic core or Dynamic Unchained.
Scenario wise, I've been looking at three starts that i wouldn't find terrible to sim outright. They're:
1) Thorpe's Architect -
Being that Artisan's are stupendous with all manner of crafting, it wouldn't be so out there that one, with a few hundred gold to his name, started a Thorpe. With this scenario, I wanted to aim at not only the hardy adventuring aspects of an artisan but also as to what his trade has calling to his name. In this, the artisan I sim would be a Thorpe's sole handyman for a very long time (including leader if need be but i'd deign no, he needs adventuring danger too, not just 'tower defense' type danger with always being home solving squabbles).
He would need to build the settlement, repair the settlement, defend the settlement, expand the settlement, and so on to ensure the community he starts doesn't disappear over night. I would bring in the Settlement rules for obvious reasons, But I'm not sure if should bring in Kingdom Building. The settlement rules allow for building and expanding - creating a community without too much worry to how its governed - but if i brought in Kingdom Building, it has its own huge way of expanding communities as well as mishaps and everything else.
Beyond the settlement, he must also provide for it. That could literally just be establishing trade and creating goods n textiles, but to throw more shoulder to the artisan, I was thinking that he/she would need to get all goods and worth from neighboring factions (hostile countries, wilderness/monsters, the underdark, etc.) making the artisan be in danger to simulate what regular ol'adventurers face.
Of course the character dying would mean gameover, but in this scenario, I would also scrap it if the settlement ever fell.
The settlement could fall from many things; Disease, undead, retaliation, coup, natural disaster, and so on.
If you think this scenario is a good idea, i need advice on: Whether or not to incorporate kingdom building, how to balance adventuring life and settlement life, how should the Artisan gain income, and any other changes you can think of.
2) Stranded -
Being alone, split away from everything you know, is something Adventurer's dread hearing about. Player's know it as the one simple rule to follow - Don't. Split. The. Party. UP!
In this scenario, i want to do just that. I want to take an artisan and huck them onto an island with limited starting resources, all of which is under 5 gold. This start is the more mechanic, most 1's and 0's, to the system start i can come up with. I want to test an Artisan's resourcefulness when it comes to being alone and without. Every single argument I've heard about the Artisan in play revolves around their gear and what they can make and who can use it (beyond no 3rd party material arguments, FULL respect there). That being said, there is not much thinking in running this.
All i need is to setup encounter tables, run ideas and figure out tables for available resources, make sure I'm not fudging, and perfection. The difficulty therein is, if i make everything only take time, there is no danger. Same scenario for a wizard is, "I just need to feed, water, and protect myself until i invent a spell that gets me off this rock", Which is almost the exact thing an artisan would craft towards.
There is also the fact, that like some classes, Artisans already have their skills chocked full into certain areas (like rogues with stealth, sleight of hand, and disable device, The artisan I'm aiming for is a 'craft-all', putting little out there for any skill other than craft). This doesn't warrant any change in difficulty, other situations don't ease up just because your not the right fit, but it does make it substantially harder for someone with few loose points than, maybe say, a druid all about survival to live with almost no starting resources on an island.
I need advice on this: How should I put more conflict into this start? Should I have timed disasters? Should i set a # of 'Items' in dangerous places that i need before certain amounts of progress can be made? Should adjustments be made to reflect the difficulty the 'Average' character would face? Any advice on this setup is welcome.
3) Just the room -
Every so often, a dungeon will rear its ugly head and pit every resource possible at a party and slowly but surely, whittle them down to the breaking point. It can even feel like your assault on a dungeon was nothing more than a scheme hatched against you to trap you firmly in it's grasp. What i'm describing, is where the party has been injured and hurt so much, where escape has been cut off, that they must hole up in a room somewhere to get their bearings.
With this setup, i imagine its going to be the most straightforward, murder-hobo, grindfestiest start i can devise. In this, a fully equipped, 1st level artisan is trapped in a dungeon room, and wave after wave of encounters is thrown at him. There will be reprieve as determined by the emulator and resources gained as determined by encounters and the emulator. I've thought very little about this start as it occurred to me i might as well be playing Munchkin and that the overall concept seems to have very little to think about and little to gain beyond "This build went this far, lets try again with something else."
If you find this rough concept entertaining and want to continue it and post advice, feel free to do so, please.
Crafting wise, There are two magic creation rules to pick from: Classic, represented in CORE, & Dynamic, represented in UNCHAINED.
I've looked through and read both, thoroughly, and would like your opinion in which one to use, as both have their merits.
With Classic: Crafting is straight and solid costs, varying little from item to item as the formula keeps them contingent on what lvl's are used or what the item does. Everything is craft-able, you just need to know the inherent limits imposed by the system and adjust difficulty, cost, and time for more exotic pieces.
With Dynamic: It uses the flexible system that classic has but has more 'challenges'. Dynamic crafting makes it significantly harder to craft at lower levels (as every failure of a challenge, that could require skills outside your set, results in higher costs and/or impurities - even complete failure), but makes it so that a talented, highly skilled group can create better items at a fraction of the cost.
I'd like to know everyone's opinion of both systems of those who have tried it and those who have not. I'd like to see everyone's math if your doing cost comparisons of the two.
If you have anything you'd like to give advice about, even if its homebrewed rules, or have new scenarios you'd like me to take a look at, please, do post.
As well, any and all questions are welcome too.
I just want to run a good sim - maybe even post play-by-plays of it here on the message-boards.
If you have no input, i thank you for at least reading all i had to write.