Shield

Belgerod's page

Organized Play Member. 40 posts. No reviews. No lists. No wishlists.



Liberty's Edge

The book states that pure adamantine is extremely expensive, so it is 'always' made into an alloy. However, I can off-hand think of two examples of modules that use pure adamantine as a building material. Therefore, I'd like to examine the effect of making a weapon out of pure adamantine.

At the simplest level, I suspect it would work exactly as an alloyed adamantine weapon, however the amount of hardness ignored by it would go from 30 to 50. This is because the alloy weapon ignores 30, which is equivalent to it's hardness, so the pure weapon would ignore the same amount of hardness it possesses (50). Also the hardness of the weapon would go up as well. Naturally, I'm open to additional interpretations or opinions.

I'd also like to speculate how much it would cost. Any ideas?

Liberty's Edge

Now that we have completed Book One of Kingmaker, using Mutants & Masterminds 2ed, here is a recap of the events. I will describe the story events as well, but mostly focus on the effects of using another system, and how that changed things for better or worse.

Character Creation

Even from the beginning, it felt like a very different system when we set down to make characters. Using M&M for characters at PL4 or below is difficult and the number systems can start getting wonky, so I decided to start the characters at PL5. This provided a boost over the typical starting level in Pathfinder, creating a party that was probably the equivalent of 4-6th level characters. However, I did restrict certain power effects to preserve the integrity of the map encounters, primarily flight and teleportation, but others on a case-by-case basis. I plan on allowing characters to take flight and teleport as we reach the appropriate points in the campaign when those abilities would normally become available.

Another issue was how to distinguish between 'casters' and 'non-casters'. In the M&M system, all characters can have powers, but none can really be loaded down with as many powers as a high-level Pathfinder caster. There is one option, called the Variable power, but I refuse to allow that in my campaign because it is game cancer. Therefore, I decided to employ some options found in the Warriors & Warlocks supplement book.

Casters are characters who use the skill check drawback with a power array. What this means is they build a power set (for example, one called Wizardry). This power set can have a number of additional powers (spells) attached to it, but using it requires succeeding at a skill check. If they fail the check, the action is lost. The DC is not particularly high, and maxing out the attribute and skill associated with the check ends up giving one a very low chance of failure, however it is still there. Casters were restricted to an array with a maximum number of powers equal to their PL (so 5 powers in this game).

Non-casters are allowed to have powers as well, even 'magical' ones like breathing fire or such. However, they are restricted to a single power and only one additional power attached. The advantage, however, is that they do not need to make a skill check to use the power. It is more like a natural ability, or spell-like ability.

The freedom of using this system netted some characters that are less strictly defined that is typical in a Pathfinder game (or at least involved less scrambling for supplement books to allow for traits, races, and level dips to justify strange combos).

Our final party was:

-Corvinus Jelen, a human ranger/paladin hybrid who focused on using bows and channeling holy energy into arrows.
-Verrus Orlovsky, a human demon-blooded monk who could temporarily transform into a horned demonic form.
-Sevus Ilmas, a human 'dragoon' who focused on spear-fighting, leaping, and fire-based powers (his fire array used the 'caster' rules, so he would have been more like a half-caster in Pathfinder)
-Nero Aldori, a human Aldori swordlord (in training) who only took fighting feats and no powers.
-Braccus, a half-elven bard (the closest we had to a true caster, and surprisingly easy to build with the rules)
-Zhorra, an elven ranger who focused on two-weapon fighting.

The only person who could heal was the bard, and he dropped out of the game after the second session. The elven ranger had sporatic attendance, only being able to make it about half of the games. So our core group end up being the first four characters.

We did have one additional character, when someone showed up during a session. So we let him play a giant-blooded barbarian that had been captured by the Thorn River Bandits. He played during that session, but did not make it to any other games.

Liberty's Edge

1 person marked this as a favorite.

I am about halfway through the first book with my group. Some of the players were skeptical of using the Mutants & Masterminds system, but everyone seems to be getting on board.

We are using the Warriors & Warlocks book as our main sourcebook. Started at PL5 and going up one PL with each Kingmaker book. I am also giving the players 20 power points per level.

Differences so far: much faster battles; the heroes feel a lot stronger than low level PCs, but probably will never feel as invulnerable as high level characters, and the players have lots of design flexibility from the beginning.

The main challenge is responsibly restricting the powers from reaching typical Mutants & Mastermind levels, and maintaining proper setting tone.

Liberty's Edge

Most of the people in our group feel that the monk is terribly underpowered. To help compensate for this the group has taken a few measures: Monks can use the Improved Natural Attack feat, the Amulet of Mighty Fists has the same cost as enchanting a magical weapon, and monks can select what attacks they use in a flurry rather than having to spread them up as per a two-weapon fighter.

Anyway, we've had a few monks in our game and they were not too powerful even using these options. However, a newer member of the group is insisting that these options would make the monk overpowered. I would like to get some second (and more) opinions. Sound off below.

Thanks in advance!

Liberty's Edge

I've been considering adding a spell point system to my game. However while I think the flavor suits sorcerers well, it does not fit as well for wizards IMHO. Therefore I was looking at the feasibility of introducing a spell point (mana) system for sorcerers, but keeping wizards with the vancian system.

What I would like are other opinions on this.

Does it make the sorcerer too powerful?
Is the wizard already superior, so this works?

I'm not worried about martial vs. magical arguments, so that's not a basis for me to ignore this plan. Also I am not interested in spell point wizards for my game, I just don't think it fits thematically. Anyway, I would really appreciate some pros and cons here. Thanks in advance!

Liberty's Edge

I'm looking at running this adventure path for some of my friends. As a whole in our personal games we've always leaned towards 25pt buy. With premade adventures geared towards different numbers of players/character point buys it might disrupt the balance of the game. That being said, how much difference would 5 extra points really make?

Opinions? I'm basically just wanting to see if anyone else is using 25 point buy, and the effects it's had on their games. Thanks!

Liberty's Edge

I was wondering because the NPCs in this game are much more prominent, and that sort of thing. They start off higher than the players, and I'm sure the players will pass them later, but are there plans to increase them as well?

Personally I would like to see the NPCs level up some, maybe not as much as the players, but some growth would be nice. By the end the players should be around 17, but if the NPCs are still 4-6 after all that happened it just seems a little off.

Opinions?

Liberty's Edge

I was wanting to go back and play RotRL before running this for my players, but I noticed it was written for 3.5. Now I know that I can use the conversion guide to run this, but I was wondering if anyone has done the work already or at least developed a shorthand for this?

Also if I do calculate CMB/CMD and the other mechanical changes, I'll be looking at NPCs with different class features and the like. So, like I said, tips anybody?