Cpt_kirstov wrote:
I liked the broad overview of the city, although a few more details on the districts would have been nice too. I do like that it is open enough that mod writers can create their own areas of interest.
Teresake wrote:
I agree with this advice. Probably the best thing a DM can do in general is to learn "Chapter 8: Combat" in the PHB cold. Delegating obscure rules questions to the players on the fly to look up is also helpful. At most organized play tables, the majority of the players will play an honest game, and will prolly call shenanigans on misrepresentations of the rules from fellow players. That, and knowing the special rules that apply to the NPCs and monsters you are running, should help a great deal. I love how easy the stat blocks are to read in PFS compared to some other organized campaigns. >:)
Wicked Panda wrote:
I see we have scoured this venue clean for players... >:) I posted to see if there were any other groups in the area where we could have larger gamedays. Peace,
Cheliax is king in the DC Metro area from what I can see. Must be all the repressed angst from other living campaigns. I picked Osirion for the PC that I rarely play. He worships Desna though, the Dream Goddess of the North! *plays Sitar music, accented with cymbals, followed by soft horns, and enters a dream sequence* Peace,
I would consider a 50% or 66% chance for every iterative (not the first, that one goes off ) attack to be taken, with no other modifiers. A simple 1d6 roll before each iterative attack can resolve this. That way, there is a potential detriment for moving more than 5', but it gives a chance for character with two attacks to possibly get their iterative attack. This would make the concept of charging more appealing in most encounters. (I hate those Fighter/Dragon stand offs too). You can explain it by the attacker not quite being sure of “timing” as he or she concentrates on approaching. The attacker just strikes as he or she sees opportunity... This random opportunity concept is used in some wargames. Peace,
Suezo, I agree with the concept of recovery in the "save or suck" spells. However, the saves should be a lot harder to make in the recovery phase to keep the spells relevant. Essentially, it would keep the disabled martial characters "potentially dangerous" throughout the encounter, even after their initial spell failures. On a topic slightly related, Druid animal companions, in combination with summoning and disabling spells, make mid to high level Druids about twice as effective as martial characters in most encounters. Druids need big time nerf. >:) Peace,
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