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Thank you for all your help and advice everyone. I never thought to use Reedreaper and that is a great idea!


In Mrs. Pedipalp's description it says if she subdues the party she ties them up in f2. Well due to a series of bad saves, that happened to my party. I am confused how to deal with the baddies already in f2 and why they wouldn't kill the PCs as soon as they arrive. Also, they would not get the last stamp, so I am not sure how to handle that.

Any advice?


I love the story of this campaign, but my group has basically decided to stop. Most Paizo adventures come off the rails power wise around the last book, yet with Mythic rules, this is happening around book 4. The Mythic rules are neat, but some of the feats and specific path abilities (Champions I am looking at you), completely invalidate combat.

Instead of switching to large scale battle set-pieces for later books, they still stuck with room by room combat. My players are not even min-maxed and combat is a joke. They walk into a room, role initiative, and then proceed to do hundreds of damage a round.

I love the story, and who doesn't like to play super hero once in a while? Yet, to make a combat somehow challenging, I have to make an enemy that can reasonably one-shot the party, no one wants that.

Getting hit by an arrow that does 1d8+6 damage makes sense from a narrative perspective. My party's Paladin doing 1d8+30, with a crit range of 16-20 and crits auto confirming, makes no sense. The players are actually having no full bulldozing through everything.

I think the Mythic rules have ruined combat in such a way as to weaken this otherwise fantastic adventure.