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Go to Mystery at Ravenrock.. Mystery at Ravenrock: A Fantasy RPG Adventure
Suffice to say I've already backed this project.
Session 0 I plan on posting our adventures here. Character creation: My four players created the fallowing characters. player 1 a Goblin Ranger.
So we'll see how this plays out. I gave the players the list of campaign specific backgrounds, but told them they could choose the backgrounds from the playtest document if the wanted. Player 1 chose Hunter.
Common complaint was with the character sheet. All of us are over forty, and the font on the second page is way too light, and small, making it hard to read. I know I have a hard time reading it, and I'm the only one at the table that doesn't need glasses (yet). The ability scores are weirdly arranged, with one player commenting that all of the physical stats should all be on the same side. Another comment was that it was strange that the stat box was small, with the recommendation of just extending the line, and putting in a slash mark to separate the score from the modifier.
I am currently running Northland Saga, and am in the middle of NS:5.
The thing is, Jasella is in the middle of a ritual to sacrifice Sveni (one fo the people they are supposed to be rescuing) to her lord in Hell now, not latter. Honestly, I can't see streatching out the ceromoney another day, just for the party to rest up. So this leeds to the question, what now? I see two possibilities. 1: (I'm kinda leaning toward, but entirely happy with). By the time the party has recovered, the ceromaony is pretty much a done deal. Sveni is dead, and her soul is now condemned to Hell. Jasela is has gained Something (Currently this is a CR14 fight, honestly bumping it up to a CR 15 would be reasonable). She'll be a much nastier opponent, but defeatable with the party at full health. Oh wait, two have a bit of contagion, and it's the spell casters. Not to mention the Cunning woman also took a Crucify soul attack (2 levels of level drain, not much hope she'll make the save to get rid of it either). This may not go so well... 2: Donnar(aka Thor) intervenes. After all he's a god, and owes them a favor. So he slows time in the Hall of the Sea Witch for them. They no longer have the limited wishes they don't know about, but hey that's the price they'll need to pay for victory. The problem I have with the first option, is the Sea With is already a nasty opponent for a party of 11th level PCs. She's already pact-bound to a Pit Fiend. One option would be she gains the service of another even more powerful devil(s). Actually, what the Sea Witch hopes to gain is not spelled out So I'm free to go with what ever I see fit. The problem with the second, is that it removes the consequences of the part's actions. I'm hoping for another Idea.
Currently I'm running Northland saga, and they are approaching the end of NS2 Beyond the Wailing Mountains. Afterwards they'll have their own ship, and plenty of time to go looking for trouble. My question is a simple one, anyone know a quick way to determine who is defending a random village or town? What's a good way to generate the rewards they gain? Defenders: I'd guess 10-5% of the population are soldiers, with roughly double that being militia. I'd say an average NPC level of 2. Rewards: This I'd go with the settlements Purchase limit for goods and valuables. Some will be hidden by the locals no matter how well the Northlanders search, some will be destroyed in the inevitable fires that will be started. This feels a little blah to me, so I'm hoping for some ideas I can use for when the inevitable cry of 'let's go a Viking!' rises from my players. After all I want to keep things interesting.
One of the devices I most dislike about 3rd edition was the Demographics system. Among my problems with it were. 1-It was too Micro managed. that it to say, it dealt with population centres in a way that was too restrictive, and ignored building nations altogether. 2- A few of the PC classes made no sense in a city, or town setting. Druids for one, and Monks for another. Okay, maybe an argument can be made for Monks. 3- First level Bloat. This a problem with the NPC classes. All are excessively bloated at first level. 4-Prestige classes are ignored completely. As was the possibility of any classes that were developed after the DMG was released. Mind you, I understand that they were intended to be used as a guide line. So I'm tinkering with a different version with two main premises. 1- No one stays at first level forever. 2- Not all PC classes are everywhere. Keeping that in mind, I'm leaning toward a percentage based system, for NPC class levels. And a way to place Core/Base/Prestige Classes that's more reasonable. This is what I've worked out so far.
Class breakdown:
Class________%
Adept________1 Aristocrat_____1 Commoner___85 Expert________3 Warrior_______5 PC Classes___5 NPC Class Levels:
Level_________%
1st_________10% 2nd_________15% 3rd_________20% 4th_________30% 5th_________10% 6th__________5% 7th__________4% 8th__________4% 9th__________1% 10th________1/2% 11th +_______1/2% NPC Level chart is for NPC classes only. I still haven't worked out a way to determine PC class levels yet. PC Class Breakdown:
Type___________%
Core_________01-75 Base_________76-95 Prestige______96-100 This cart is intended for use when trying to determine weather an NPC with a PC class is either Core, base, or Prestige. Comments and suggestion are welcome.
In many ways, I got the idea for this thread by reading this thread:
Personally I think the Idea of using template(s) would be a good idea. Sadly the only template I could find is the Humanoid swarm from the Monster's Handbook. While okay when dealing with a disorganized mob, it has more then a few flaws. So i based the fallowing template only some what off that. Phalanx (Template) A Phalanx is a highly organized group of humanoids, who have trained to work together as one. Because of their disciplined natures, usually only lawful creatures attempt such maneuvers. But it is not unheard of for more chaotic races to form similar units. Phalanx
Size:
Hit-Dice:
Speed:
AC:
Attacks:
Damage:
Reach:
Special attacks:
Melee weapons (Without reach):
Reach Weapons:
Ranged Weapons:
Special Qualities:
Shield Wall: If the base creatures in the Phalanx are carrying shields then the Phalanx's shield bonus is doubled. If the members of a Phalanx are carrying tower shields, then they also considered under total cover for area effect spells. Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Challenge Rating:
Treasure:
Alignment:
Hello all, I just wanted to share my opinions on the current version of Pathfinder. Mostly I'm going to focus on the classes for now. Cleric: My complaint regarding the cleric comes in the form of the Domain powers. Your giving a class (witch is in my op one of the strongest classes out there) what amounts to 14 powers. This seems kinda excessive to me. Perhaps if it were scaled back to the player choosing what domain powers they want when they are praying for their spells. This should hepl keep the number of granted powers to something more reasonable. Fighter: I love the new fighter, no complaints as of yet. Rouge: I like the changes to sneak attack. However, I think the Master strike ability, is too much. it either needs to be removed, the base dc lowered, or altered in some other way. Wizard: At first I wasn't happy with the School powers, ie I think there are too many of them. I favor the Unearthed Arcana rules regarding specialist wizards. However, after reading further I realized the Bonded Item class ability balances this out. I think it would be best if the bonded Item ability became a separate class ability.
Well that's it for now. |