Tiamat

Charles Ulveling's page

Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Sovereign Court

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Does this include the companion guide?

Sovereign Court

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Jason Lillis wrote:
Can confirm - great folks running a great podcast!

Thank you for the kind words, Jason! Glad you're enjoying it!

Sovereign Court

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The apocalypse is crawling ever forward...

Into the Unknown Podcast is a fantasy/horror Actual Play Podcast, primarily playing the Age of Worms AP using 13th Age. It spans both geography and time, and culminates in an epic battle to save the world!

So, what makes us different than all of the other 'casts out there? Well, it's simple: we strive to provide a listening experience that makes you feel like you're at the table with us! It might not be the most polished 'cast out there, but we think that's part of the charm. So join us every Monday as we fight back against the Worm That Walks, Kyuss, Lord of Undeath and worms!

Into the Unknown Podcast

Paizo wrote:
The Age of Worms Adventure Path is the second Adventure Path for the Dungeons & Dragons role-playing game, published over twelve installments from July 2005 through June 2006 in Dungeon magazine. A campaign designed to take player characters from 1st to 20th level, Age of Worms was given an Honorable Mention in the "Best Adventure" category of the 2007 ENnie Awards.

Sovereign Court

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This is underwhelming, to say the least...

Okay, sneak attack stays. Obviously. Also, the surprise attack feature? That's a new feature you're touting? That's already a thing in PF. If an enemy hasn't acted in the first round of combat, they're considered flat-footed, thus granting a rogue the use of sneak attack.

I do like the idea of skill feats for free, because rare is the occassion when someone would take one. And I really like the change to Mobility. Just straight-up ignore AOO's. Super cool. Same with Dread Striker. Very thematic. But Gang Up is a dead feat. Really? The Rogue can't move 5 more feet? It just seems super useless. Better to take Improved Feint. That's much more versatile. Opening Moves should make the target flat-footed to everyone, not just the Rogue. Seems pretty useless, but I guess it depends on the action.

All-in-all, it seems rather meh to me, but hopefully a more complete reveal in the future will get me over that hurdle.

Sovereign Court

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The main thing I try hard to adhere to as a DM is trying to say "no" as little as possible and not letting the rules get in the way of a memorable scene. In a game as highly collaborative and creative as Pathfinder - or any tabletop RPG, really - is all about imagination, from both sides of the table. So, when a player says, "I wanna slide down the bannister on my shield, jump off at the end, and then swing from the chandelier all while hacking at the people below me," you can see where a strict application of the rules could really hamper that. So, when a player goes out of their way to be super creative, I think a good DM steps out of the way and helps them accomplish that goal.

Now, I've been a player in a group when the DM very much stuck to the rules, most of the time to the detriment of the group. I had a neat idea for a Paladin who had an irrational fear of water - due to the fact his sister drowned and his family blamed him for it - and he was haunted (literally) by her water-logged shade. He flat-out said no to the idea, because Paladins are immune to fear... I ask you: would it be game-breaking for a Paladin to have some kind of uncharacteristic flaw? I say no. This is why the above is so important to me. I felt really creatively stifled in that game, and there was no real good reason for it to have happened that way.

I'm not meaning to toot my own horn here. I actually learned this from the DM I try so hard to emulate. Thanks, Corey!