![]()
Search Posts
![]()
![]() While the vanilla 'Life in the Magaambya' study system is too bare-bones for my taste, the expanded Magaambya with weekly checks is too overwhelming for me. So in my system, I picked some parts from these systems, as well as from the Monthly study system (which includes exams, and roles for branches), to make a new bi-weekly study system. I don't have a calendar or exams but I do have a course list, as my players indicated they would like to choose the courses their characters are following, and I've seen some nice examples of courses online already. So with that, I present:
for the Magaambya. This document is written from a player's perspective. The branch benefits remain the same, though you could also change the benefits based on what courses the players took. I also encourage to combine it with an NPC Influence system, for which many options can be found online: I personally like this one best. How many Influence Points (or Friendship or Relation Points) you need for an NPC to give a certain advantage is left open. I also had to introduce some new teachers, else the teaching load of the staff mentioned in the AP would become ridiculous. For example, there is only one Emerald Boughs teacher mentioned (Zuma) and it is mentioned that he only teaches electives, so I made up some alchemy and other related courses for him. Now we have 4 possible study system options (3-monthly, monthly, bi-weekly and weekly), so I hope this will be useful to someone. Please let me know if you have any critique! ![]()
![]() In preparing for this AP, I've decided that I really wanted to lean into the utopian aspects of Nantambu. It is already described as a haven of peace, learning and culture, but I want to take it one step further. The Magaambya being focused on both arcane and primal magic also gives me solarpunk vibes, with nature and magic (instead of nature and technology) as core aspects of the city. With so much magic going around, and so many people dedicated to improve society, and such long periods of peace due to the tempest-sun mages, in my campaign I imagine Nantambu has recently developed a post-scarcity society where everyone has their basic needs met. Unseen servants keep the streets clean, primal magic causes an abundance of food, and healing magic keeps everyone healthy (though resurrections would still be rare and costly). Money is no longer necessary: everyone can ask for basic things like food and minor healing, and if anyone needs something more special like a big house, or transportation to another city, it is freely given if it is 1) abundantly available and 2) deemed necessary. The chime-ringers help in making sure no one gathers wealth for themselves (cough Froglegs cough) and also that slackers (cough Chizire cough) get a bad reputation and might be refused luxury goods and services. Now, the question is, if I make such a choice, besides the effects on the story it will also have mechanical effects.
![]()
![]() Background:
At the raid of Sandpoint, the giants took Ameiko and some other Sandpointers prisoner. The party took way too long to catch up, going after literally every other potential hook that they saw while travelling towards Jorgenfist, so when they finally arrived at the point where the prisoners are in Jorgenfist I decided that 2 out of the 4 named NPCs would be dead already, while the others could still be saved. Ameiko was one of the ones who died. The players know Ameiko is dead, the PCs do not. Now I know Ameiko appears in some other APs, I think Jade Regent? If we never play Jade Regent, but we possibly play the other Varisia APs in the future, how much impact does it have if Ameiko is not there? I was thinking of having Ameiko be thrown into the Pit in Jorgenfist (with the bad guys thinking she's dead) and then somehow climb out later after Mokmurian is defeated, and against all odds survive anyway. Would this be a good idea? ![]()
![]() Hey all, I've made a discord server for GMs of this adventure path, just to chat about the campaign. I hope this is allowed. You can find the link here: LINK. ![]()
![]() So my party was battling a large group of enemies below their level (some even 5 levels lower) when something interesting happened. Because the enemies were lower level, they all rolled initiative below the party. So we had the situation that also occurs when grouping enemy initiatives (giving all goblins the same initiative but a goblin boss a different one for example). This is known to cause swingyness in battles, and indeed: a battle with enemies that are not even worth XP according to the rules became a very intense battle, as all the low level enemies ganged up on one of the PCs. They only hit on a 19 or so, but with flanking and other debuffs and tricks and so many attacks, they were much more successful than if their initiative had been higher. Because then all the attacks would not come at the same time. It also didn't help that there were no AoE spells to be used in that battle, as I think that is the biggest counter to this, but this all does show that enemies having lower initiative is not always better for the party. ![]()
![]() So PF2 was designed for both experienced gamers and new players alike. For the most part, it has done a great job. But the system has a lot of mammoths in my opinion: design choices from earlier editions that just stayed around, while they should have gone extinct. Example: ability scores. I don't know why these are still in the game when we use ability modifiers for everything. There is literally no reason to have the formula [ability score]=([ability score]-10)/2 rounded down if you can just use ability modifier for everything. Sure, you have some specific rules like not being able to get a +5 modifier at lvl5, but these rules can also easily be written in terms of the modifier. The same holds for spell level. No reason to have the formula [highest spell level]=[level]/2 rounded up, which pops up in a few places such as rules for rituals or the rules for simple DCs/spell DCs. When I talk to more experienced players, they say they don't even use this formula, they just memorized at what level you get which spell level, and that it has always been like that. But surely that's not a reason to keep it like that. The game could have been designed in such a way that spell levels corresponded 1:1 to character levels for example, making everything easier. Other examples are the rules for attack of opportunity (specifically avoiding them even though they are rare), using a d20 instead of d6s that are much more common, different names between saves and abilities, VANCIAN CASTING, etc. Even though I'd been playing Pathfinder 1 for 2 years before switching to this edition, it still struck me as odd how many leftovers there still were. While many fans complained it was too different, especially during the playtest, I thought the old ways could have been left behind while they were not. New players, which parts of the rules seem like leftovers from previous editions to you? And do you dislike these or do you not care? Old players, what do you think would have happened if any of the leftover examples above had been changed or removed? Would you still have switched to this system? Why are the examples above important to you? ![]()
![]() What would be the correct ruling of trying to convince an NPC of a true fact that is hard to believe? Is Deception the skill to be used, and if so, what should the DC be? Should the PC get any bonuses because they are not actually lying? Does the answer to these questions change if there is yet another NPC that is trying to convince that same NPC of the opposite of this truth? (which is a lie, so they are definitely using Deception then) Maybe as an example, let's say the PCs have slain a dragon. They don't have any proof, but they try to convince the king that they did this. Another person tries to convince the king, also without proof, that the dragon is still alive. What kind of checks are used to try to convince the king? ![]()
![]() What the title says. I'll first introduce the ruleset, then how it came into being. This has not been tested yet, I'd like to have your opinions on it. Crafting changes
Any items made with fast Crafting cannot be sold, nor can they be used by anyone except you and your party members. For example, you use a quick handwriting on scrolls that only you and your party members recognize, or the item is missing crucial finishing touches that makes it hard to confirm what it is exactly or to determine the price. If you want to sell an item, you can either Craft normally and then sell it, or use the Earn an Income activity with your Craft skill. Reasoning behind these rules
Any change that makes Craft a better activity would raise the question "Then why would you ever use Earn an Income" so our group decided that we would give Craft a benefit but make it so that you can't sell the item, to avoid exploiting this activity. With the rules above, a Master or Legendary Crafter now makes items about 2x-4x as fast as a Trained Crafter, which feels more appropriate, while at the same time it does not really feel as an exploit as they can't sell anything that they craft in this way, nor does it feel unbalanced or unrealistic to make something this much faster. Finally, we wanted a rule that did not change the core rules too much. No new tables or anything that makes it so that existing feats would need to be changed. I think most Craft-related feats still work with the houserules above. ![]()
![]() Hi all. For my Rise of the Runelords campaign I've converted the PF1 Thassilonian Specialist archetype. The idea is that an arcane caster (wizard or sorcerer at the moment) can specialize in one arcane school with this archetype, giving more bonuses than normal, at the cost of becoming worse and worse in the predetermined opposite schools as you take more feats. ![]()
![]() The Efteling is a real theme park in the Netherlands that has an attraction where the Laaf race can be found. I decided to use the race builder to build them for Pathfinder. Some facts: -Laafs are reincarnated when they die
Here's the full race description, including alternate racial traits and favored class options. ![]()
![]() Greetings! This is the first homebrew content I've ever made, and I would be very grateful for any criticism I can get here. This class uses the performance combat rules (and also the duel rules) from Ultimate Combat, so it's advised to read those first if you're not familiar with them. Basically, the Battledancer has its own equivalent of bardic performance, and during the performance you are considered to be in a performance combat and follow those rules (besides inspiring yourself and your allies). With these rules you can gain victory points, which this class can use for several benefits other than the benefits described in the rules. Differences with other classes: Spoiler:
-Swashbuckler: same feel, graciously darting around with a melee weapon, but this one uses some magic and is way more focused on inspiring allies. -Skald: Still inspiring allies, but a bit less focused on magic (starts spell-casting at lvl4), and combat prowess comes not from rage but from bonus feats as with the fighter. -Gladiator (fighter archetype): also has some bonuses for performance combat, but more magic and inspiring allies like the bard -Battle Dancer (3rd party Unchained Monk Archetype): not limited to unarmed combat, more magic and inspiring allies. Some questions, but general feedback is welcome: Spoiler:
-Is the class fun and balanced? -Does it give the feeling portrayed in the name? Should I change the name, or anything in the class? -I'm still working on the spell list: how do I decide what's on there, and what level? Would this class have disguisy spells, and mind-affecting spells, or more combat spells like the Magus even though it's not a Magus hybrid? -Is the name clash with the 3rd party Unchained Monk Archetype an issue? I could not think of a better name. Thank you for your time! |