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![]() Velcro Zipper wrote: I agree. I don't like grinding through characters, but my players have also said they don't want me to dumb down the bad guys or pull punches. For some reason, this has been a particularly grueling region for the players. I'm not sure why there aren't more PCs getting raised or reincarnated (when the bodies are recoverable) but, as we'll soon see, the rate of character deaths hasn't slowed down in recent weeks. Playing in a meat grinder campaign wouldn't be my first choice for a good time, but if I were going to do it, I'd also commit to the idea. Makes sense to me. ![]()
![]() sunbeam wrote:
Off-topic Preservationist archetype comments: So far I've used the following Summon Nature's Ally creatures:
* Mites (SNA I): I've used loads of mites as trapspringers. Sorry, buddies!
* Satyrs (SNA IV): They can cast Fear once and then spam Suggestion; that's been useful at least once. * Elementals (varies): On one occasion I used some mud elementals to pound on some oozes, since mud elementals are immune to acid and oozes have terrible AC. I think that's about it. ![]()
![]() sunbeam wrote: Also what angle is the Alchemist working? I have an elf alchemist who is quite similar to the posted one (with a few more Extra Discoveries). In her case, I thought I might use my magic bow as a backup for when I ran out of bombs, but in practice by the time I run out it's time to rest anyways. From my experience, everyone loves infusions of Barkskin. They're almost at that magic level 12 for the +5 AC bonus. Well, it would be +5 to AC if they hadn't all invested in Amulets of Natural Armor... ![]()
![]() My old favourites: Balthazar Picsou (level 6 half-elf wizard/pathfinder savant). He fell out of favour after some bad experiences with higher tier scenarios where our party was boned because we didn't have a very specific defense prepared in advance. I decided to focus on more jack-of-all-trades PCs instead. Lily Moonrose (half-elf sorcerer 1/Animal domain cleric 3). I had a lot of fun contributing with healing, Extended Command spells, a magic missile wand, True Strike + whip shenanigans and an outrageous Perception modifier. She fell out of favour when the rules for animal companions changed (e.g. intelligent animal companions became less intelligent, Handle Animal became more important, Boon Companion was removed from the core assumption). Current favourite: Kitty Galore (human lion shaman druid 2). So far she's doing pretty well with her pet mountain lion Mimi and her love of wrasslin'. I also learned my lesson from previous scenarios and gave her some ability in Sleight of Hand and Disable Device...just in case. ![]()
![]() With regards to areas I and M: As a player, I'm always uncomfortable with adventures that expect you to team up with a bad guy. It's not because I have any particular moral squeamishness (in- or out-of-character); rather, it's because the down side of trusting a bad guy is potentially catastrophic (the PCs get slaughtered while their guard is down) and the up side is usually nebulous at best. Velcro Zipper wrote: I hope I didn't lose anyone with my weird talking-to-myself experiment. The only problem I had was that it was hard for me to follow the story; I have a hard enough time keeping all of the dozens of PCs and NPCs straight, and it's even harder when their names are replaced by nicknames or insults. By the way, I think you've answered this already but: how many times has there been 100% turnover of the party? Or to phrase it another way: how many "degrees of separation" are there between the current party and the original party? ![]()
![]() Kazred wrote: Hi everyone. I recently played my first PFS game and I'm hooked. My only problem is that I'm very underwhelmed by the class I initially chose: a teleportation specialized wizard. I ran out of spells about an hour into the session, and spent the rest of the night missing things with my light crossbow. The rest of the group pretty much carried me through. That's why I went with an Evocation school wizard (so he could use the Force Dart ability and/or Rays of Frost instead of using a crossbow), notwithstanding the fact that he has Spell Focus (conjuration) and most of his attack spells are conjurations. EDIT: If I had it to do over again, I might go with the Earth school from the APG instead; the Acid Cloud ability is pretty nifty (for a level 1 "pew-pew laser" kind of ability). ![]()
![]() Velcro Zipper wrote: In the journal, the story is about the PCs but there are moments where maybe the players aren't saying much or doing more than rolling attacks and taking move actions. I don't want to write about how T-Bone silently stood in one spot and swung his sword 30 times before moving to another spot because that's dull. Those moments give me a chance to flesh out the monsters or describe other stuff that's going on around the PCs. I assumed that was the case, but every once in a while it just seems funny: "The NPCs did this, this, this, this, this, this and this. Oh yeah, and there were some PCs there, too." ;-) Velcro Zipper wrote: I don't think it I've done it too much, but maybe I'm wrong. I'm pretty sure descriptions of the players and their actions make up the majority of the journal. I'm not criticizing; if you can keep writing a journal after so long, more power to you! But one thing that might be cool is to have a brief list of the primary NPCs for the session, similar to the list of PCs that you have in each post. ![]()
![]() sunbeam wrote: Hey, I noticed that your ex-dwarf kept a lot of his racial traits in the writeup. Is that the way you work it, or an oversight? I've never been too keen (or clear) on how reincarnation in this respect. But the 3.5 games I've been in where it came up always treated it like your character had always been his new race. As a GM, my ruling is that you keep any "nurture" abilities but you lose any "nature" abilities, so to speak. It looks like that might be what VZ does as well. (I'm not sure if I'd rule that Stonecunning is an innate dwarf ability or not.) ![]()
![]() LazarX wrote: Don't forget the "new shinies" factor. Pathfinder has a lot of exotic spellcasting options such as oracle, witch, summoner, magus. You lost a lot of wizards in particularly to the magus because they had a swordfighting itch to scratch. I think there may be something to that. My first PFS character was a wizard and I used to see quite a few other wizards, but that was before the APG came out. ![]()
![]() I'm pretty sure he's not beefing up the opponents. From what I've heard, the World's Largest Dungeon is very grindy; aren't you supposed to divide all experience by 2 or something like that? I think the general idea is that you're supposed to clear out an area (which takes quite a long time just because of the sheer number of monsters they packed in there) and then use it as a base for forays into the next area, and repeat ad nauseam. Whereas in this game, it sounds like they're not doing the guerrilla hit-and-run thing as much, which is probably less tedious but is probably more dangerous too. Just my two cents. ![]()
![]() Velcro Zipper wrote:
I certainly agree that choosing one maneuver to be immune to size differences is very strange. I suspect they just left the size limitation out by accident and then tried to spin it as intentional in hindsight. But I'm a cynic like that. :-) ![]()
![]() Velcro Zipper wrote: I also seem to recall reading something somewhere about other ways size affects grappling. Maybe it was a 3.5 rule? At the very least, I think there should be something about pinning, moving and tying up foes that are much larger. While I can see a goblin grabbing an ancient dragon's foot in order to bite his ankle, it's a bit harder to imagine a single goblin pulling the dragon across a cave, pinning him and tying him up. ![]()
![]() Awesome miniatures -- as usual! How are you handling maps in your game? Obviously you have tactical maps for the miniatures, etc. But what about dungeon level maps? Is it up to the PCs to create their own, or do you have one predrawn that you reveal piece by piece? Or does nobody really worry about it? ![]()
![]() Gnomezrule wrote: After years of resisting 4th edition I found 1 and only 1 thing in all the propaganda that I liked. Small dungeons. The idea of Undermountain or Keep on the Borderlands or Temple of Elemental Evil style dungeons sounds like tremendous fun . . . in practice however they go on and on and on and on. I tend to agree, but that could also be because I do most of my playing in play-by-post games -- if it goes on and on in a face-to-face game, it takes 10 times longer in a play-by-post! ![]()
![]() I think there are some good tips available in Velcro Zipper's very detailed campaign journal: Velcro Zipper presents AEG's - The World's Largest Dungeon! For instance, I think he made some of the monster tribes more amenable to co-operating with the PCs, which removes some of the "us vs. everything else" problem. ![]()
![]() Velcro Zipper wrote: The only changes I've made to any of the monsters come from Pathfinder-izing them. I can use most of the monsters from the text as they're written in the Pathfinder Bestiary, but some get special attention. Monsters with class-levels, templates or advanced hit dice all need a little updating. What about the black dragon? I know that dragons underwent a significant re-jiggering in terms of CR and power level (e.g. a young black dragon is CR 7 and 8 HD in PFRPG vs. CR 5 and 10 HD in 3.5). Did you keep the original CR or the original age category? ![]()
![]() Radavel wrote:
Oh, have they discovered cuisine out in the provinces by now? How delightful! Judging from the behaviour of the Chelaxians I've met, I assumed that when one is hungry in Cheliax, one would be reduced to taking a bite out raw stench kow or woolly mammoth or what have you.
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