So here is the situation. This is a Pathfinder-1e/D&D-3.5 game. I came into the game playing a dwarf bard who was awesome fun to play and likable. Then the person playing the 3.5 Healer quit because she got a new work schedule. We needed the Healer desperately. So I retired my bard and took over the Healer. Well because of events that transpired in the game the Healer, Manika, became extremely enraptured with her god Ilmater. Inspiringly so. Manika was sweet, tender, caring, artistic and above all courageous and self sacrificing. (Oh yes, and a stunningly powerful healer pacifist) Well we all, ended up trapped in the Darklands. Without Manika the party was doomed. (We were 4th lvl). And the campaign went on. The group rallying around Manika as their sole hope of survival. Their rock of faith and motherly safety. In such desperate straights the group began developing real feelings towards my character. The female Ranger saw her as a teacher. The Magus as a person who had his back no matter what. The swashbuckler as the one person that would always believe in her. But the rogue has truelly started to fall in love with Manika. Real love for this woman that has saved his life more times than he can count. Who has braved a Hezru Demon (at 4th lvl) to save him. So now things are getting a bit awkward. I talked to one of female players to see if she would be interested in swapping characters, but she's not. So how do you all handle romance between characters? Mind you. Our group is very much into drama and deep RP. Also, we're all trapped in the dark with each other so there is no downtime to "fade to black". I have a feeling the the rogue very much wants to grab my character and kiss her and it's weird. help...
So here is the situation. This is a Pathfinder-1e/D&D-3.5 game. I came into the game playing a dwarf bard who was awesome fun to play and likable. Then the person playing the 3.5 Healer quit because she got a new work schedule. We needed the Healer desperately. So I retired my bard and took over the Healer. Well because of events that transpired in the game the Healer, Manika, became extremely enraptured with her god Ilmater. Inspiringly so. Manika was sweet, tender, caring, artistic and above all courageous and self sacrificing. (Oh yes, and a stunningly powerful healer pacifist) Well we all, ended up trapped in the Darklands. Without Manika the party was doomed. (We were 4th lvl). And the campaign went on. The group rallying around Manika as their sole hope of survival. Their rock of faith and motherly safety. In such desperate straights the group began developing real feelings towards my character. The female Ranger saw her as a teacher. The Magus as a person who had his back no matter what. The swashbuckler as the one person that would always believe in her. But the rogue has truelly started to fall in love with Manika. Real love for this woman that has saved his life more times than he can count. Who has braved a Hezru Demon (at 4th lvl) to save him. So now things are getting a bit awkward. I talked to one of female players to see if she would be interested in swapping characters, but she's not. So how do you all handle romance between characters? Mind you. Our group is very much into drama and deep RP. Also, we're all trapped in the dark with each other so there is no downtime to "fade to black". I have a feeling the the rogue very much wants to grab my character and kiss her and it's weird. help...
Blave wrote:
OOOhhhh!! Never heard of Pest Form. Thanks
I'm trying to figure out what forms this feat allows. It doesn't seem to alter the 1st level Druid's stats in any way. That comes later with Animal Form Feat. But there doesn't seem to be any limitation on size or duration of the Power. "You are one with the wild, always changing and adapting to meet any challenge. You gain a pool of wild energy, called your wild shape pool, with 1 use that you can use to cast a spell to shift your form; if you have at least four wild order feats, increase your pool to 2 uses. You can spend a use of your wild shape pool to cast pest form. All spells
The point to pole-arm and shield is battlefield control. The reach from the pole-arm give you a greater threat range. The Shield bash gives you a close in attack. You thrust then step forward and bash. Or you bash and then thrust. Once you have bull rush on your bash you can step into the vacated space after a bash to push the battle wear you want. Or hold the line and thrust.
That's just silly. So you have a two handed polearm in your hands and your shield is strapped to your arm and you get the shield bonus. You couldn't control the polearm or the Shield properly like that. No, you are using your Shield as your 2nd hand to stabalize the polearm. That would be the way I would read this. You're not changing the handedness of the polearm. You're using your shield as a hand.
I'm not seeing that in the text. "You’ve mastered the art of balancing a polearm’s weight against a shield’s stability". This is essentially using your shield as your 2nd hand. Its why phallax shields have the recesses in the sides. You set the shaft into the recess thrust and bash thrust and bash. That's how you move forward.
Building a frontline control fighter using the Shield Brace feat and a Bill (polearm) So far the build looks like this:
1st lvl
So he walks onto the field with a large steel shield and a Bill wielded in 1 hand braced against his shield (if you ever wondered what that little notch in the Shield is for, that's what it's for). He takes the Shield ACP -2 to his attack roles with the polearm and he takes the two weapon fighting penalties if he decides to bash with his shield and attack with the Bill -2/-4 His backup weapon is a Scimitar And/Or Kukri 2nd lvl
This his primary battlefield control element. He now has 4 attacks of op at reach. 3rd lvl
Armor Training I reduces his ACP by 1. He now only has a -1 to hit with the Bill. 4th lvl
Now he has no penalty with the Bill 5th lvl
Successful Op attacks stop movement Weapon Training I: Polearms Now he's +1 to hit with the Bill 6th lvl
Pushing people back out to range for the Bill 7th lvl
A little sustain at this level now that spells are flying around a lot more. Armor Training II. I'll skip the Advanced Training this time around because the reduced ACP also increases my attack. Bill attack is now +2 At this point the primary build is complete. I was thinking of adding Improved Critical to the Bill. Or going for Greater Two Weapon Fighting or Specialization with the Bill. I could also keep stacking Shield tree feats.
Possibilities
9th lvl
10th lvl
11th lvl
Any suggestions Would be appreciated.
dragonhunterq wrote:
I assume your trying to insult my religion (we get so much of that it's just par for the course honestly *yawn*), but to be honest I don't get your point. I'm talking about Pathfinder druids as described in the Core Rulebook. Not actual druids. Last I checked I couldn't summon a pack of deer to stampede people I didn't like. Not that I would, I have too much respect for the deer. However the thread has given be some ideas on how to handle this issue. My friends and I are (as you can imagine) respectful of nature on our various paths and the desire to play a true champion of nature in a fantasy setting is something we enjoy. Here are the helpful suggestions you all have provided: Spontaneous Casting of all spells
So what I'm looking for is helpful suggestions. Not Hate.
Claxon wrote:
I LOVE druids (I am one) I just think that they didn't consider what they were doing when they created them. I'm saying that like a Paladin or Cleric they have something they revere and would not simple throw it to the lions. If forced to defend nature. Sure, sacrifice some soldiers. But for treasure, or xp, or a princess etc. Nope. Personally I would fix this with wild shape at 1st level. Then the only life/pain the druid is risking is their own.
Nohwear wrote: If one were to follow this logic, then Druids and Hunters should be mortal enemies. After all, Hunters not only dedicate their career to ordering around a displaced animal, but they steal other powers of nature that they clearly have no respect for. I also hate animal companions and never opt for this feature for that very reason. I've see so many bosom buddy animal companions scarified in a oh s+!% that sucked guess i'll get another fashion that they are more like edilons (sp) with a longer casting time.
QuidEst wrote:
Still causing them Pain. It's unnatural and cruel. Better would be to spontaneously summon human peasants to die horrible deaths for some treasure.
I hate the spontaneous cast of "Summon Nature's Alley". It's just morally wrong to force animals that having nothing to do with you and your situation to fight and potentially die for you. Sure it works mechanically, but if a nature focused druid ever used this spell in my campaign without really good reason, I would slam her like a paladin that throws children at an charging dragon. My question is:
So far this is what I have for feats for a Shield/Spear fighter, using the large steel shield and a ranseur (reach, disarm) or longspear (reach, brace):
Feat lvl 1
2nd lvl
3rd lvl
4th lvl
5th lvl
6th lvl
So with this progression you should be pwning the (stuff) out of everything in a 10' radius of you.
Lemmy wrote:
I can tell you from experience (Euro Martial Arts) that 1v1 the shield spear combo is craptastic. And that to have any chance at all you better be wielding a short spear. I have seen pretty effective short shaft polearms (halberds and bills). But that's essentially an Ax with a long handle.
DrDeth wrote:
Shield and Spear was standard gear for a Zulu Warrior.
Either I and my players are amazing or these scenarios are really really easy. I admit I don't play PFS a whole lot. I started back again at a Sci Fi Convention recently were I played my 5th lvl Steel Falcon/Paladin. We were in a house defending a noble from waves of attackers. We spent a good deal of time devising defenses, talking it out and building things to help us. When the bad guys attacked we had one party member who is from what I'm told very experienced with PFS. That party member simply ignored everything we had done and engaged the waves directly, alone. And so we had to join the melee to support. We killed them all. Wave after wave. And barely lost a hit point doing it. Bosses lasted maybe three hits. Minions two at best. It was down right boring and a little annoying to see all that time prepping for the battle have no effect. I played again last night, a pre-gen Kyla the cleric and it seemed no matter what I did every encounter devolved to combat as the more experienced players ignored the "danger" of the situations and waded in and lopped off heads in a couple of rounds. Again...boring. Perhaps things will get more interesting past 6th lvl, which my Eagle Knight is now...
Just wanted to say I'm taking Brock's advice and bowing out of PFS Gming. I've shut down the event I run at my house (2 Tables weekly) and have let all my players know.
Instead I'll be running Legacy of Fire adventure path. Funny...my players don't seem to mind that much. They said PFS was kinda flat. Now they are trying to convince me to let them run evil characters through the adventure path. Not sure how that would work, but anything is possible with imagination :) Cheerio!
Michael Brock wrote:
OK since we're moving on. What's the point of having a discussion on *Run As Written* if someone (I assume with authority) is going to come in put his foot down and say "moving on!" Why don't you just delete the thread then. If there is no counter point to a discussion there is no discussion. Or do you just prefer we all sit around and agree with each other (and you)? Your not looking for ideas or solutions. Your just saying "That's it, My Way!" I kinda see that everyone disagrees with me. I'm not trying to win the debate, I'm trying to present the way people may feel. Maybe get a system in place to allow a GM a little wiggle room. But no. We're going to "move on" and not even allow for discussion. Curious, since this is the "Run As Written" thread, where exactly are we moving on to? Since the discussion is now over.
meh... No artistic license = no fun. I run a PFS game at my house and everyone (including Fox) enjoys themselves. I really wish you guys hadn't taken the wind out of my sails. I thought I was doing a good job, creating a dramatic in depth experiance for my players. Now, I'm kinda dreading it for fear of screwing up RAW. Whatever happened to "Story Trumps Rules"? I mean really, that's the whole reason I've played this game for almost 20 years.
I just ran The Devil We Know Part I: Shipyard Rats and my players did excellent although they almost died as a group during one battle, burning a lot of resources to stay alive.
Drogon wrote:
I mistakenly set up the encounter with the tier 4-5 encounter instead of the tier 1-3 encounter. So I dropped the monsters hit points and melee attack modifier to compensate. The tier 4-5 monster had already hit them several times so I couldn't tweak that without being obvious so I left the damage the same.
Purple Fluffy CatBunnyGnome wrote:
Actually no Purple. It is exactly in the right place. We're using an example to illustrate both sides of the discussion. GMs make mistakes sometimes. In the absence of a rules system for guidance we have to wing it. That leaves some players "annoyed". I would prefer there was some kind of guideline that could be redressed in those instances, so my players didn't leave the table unhappy. Alternatively, I don't want my players leaving the table bored. or leaving it thinking "why do I bother" because some tweaked out optimized character did the whole thing while everyone else just sat there as hero support. Of course we could just go with your idea of don't mess with it. In that case it's just a matter of not sitting down at the table of a GM you know isn't your type. But, well, isn't the point of PFS to be that games and players are supposed to be interchangeable?
The Fox wrote:
It was a MISTAKE Fox. I didn't do it on purpose. However I used "tweaking" to fix that mistake without stealing the moment from the players. Alternatively I could have stopped the combat and reset. Apologized for my mistake and restarted the encounter with the party knowing that there was a monster there and that it was much weaker then the monster they were actually defeating. Rules wise that's what I should have done. Of course it would have sucked. Feeling of accomplishment ruined. Atmosphere ruined. What's more important?
Drogon wrote:
HA! Ha! yeah...GMs are supposed to lose. I know that. It's only annoying to me when I feel like my losing has stolen the moment from the fun of the players. A too easy encounter can be just as blah as losing the fight.
Was it? Did you feel elation and a sense of accomplishment after the adventure was over? Here's why (The Veteran's Vault spoilers):
:
The Globsters were a screw up. They were Tier 4-5. I didn't realize my mistake till halfway through the combat. Too late to go..oops...reset (it would have ruined the drama of the moment). So I just adjusted their hit points and had them hit less often. Still intense but less dangerous.
I also allowed you to rest after the fight. Which, as written, I shouldn't have allowed you to do really, not without getting attacked during the rest because you were in a traffic area for the gremlins. The Lightning arcs in the fungus garden? Added from Tier 4-5 to make it scarier. Had no intention of actually hitting you guys with it. it was just to make you feel like you were in real danger. The monster in that area you killed in one shot as I recall (crit hit). In the last battle the scenario as written has her running around through the "caltrop" like stuff on the floor. However there was no chance in that small of a space for her to move without getting caught and provoking. As written she would have gotten maybe two spells off before the combat was over from multiple attacks of op from movement and spell casting in combat. As it was she managed to get off three and a spell-like ability before she was down. Any spell caster "boss" needs something between her and the party to start with. I ran that encounter "as written". Was it a bit of a let down after the intensity of the Globster fight? I thought so. Cinematicly the final confrontation turned into an anecdote. GMs need to have the reigns slacked a bit to make it fun for Them. We're not robots. Well, some of us are, but not me. I'm a story teller. I want my stories to be engrossing. I try to pull my players into the story and create real emotional response. Pathfinder is more then a board game. That said I realize there needs to be fair rules for GMs to be able to change things as needed to enhance the experience while keeping the rules lawyers happy.
The Fox wrote: To be fair, Cole, (1) we had a very powerful party, and (2) were it not for a poor roll by Preston in the last round, my character would have been bleeding out. She took 18 damage in those two rounds and was quite lucky to not take 8 more. Fox, we had an average party from my experience. Most Players min/max their toons and they are just too much for NPCs. The balance just isn't there. There needs to be an official (since people will otherwise complain) for GMs to tweak the adventures to make them more balanced with optimized characters.
Well if we HAVE TO run as written, can we get some scenarios that aren't ridiculously easy? I just played a scenario that was "played up" from tier 1-2 to tier 4-5 (average character level 3) and the party smoked it without taking more then 10 points of damage. So far, what I've seen is "as written" means; "marshmellow walk through." The only thing that keeps it interesting is the role playing parts (incidently the only part of the adventure that I can ad lib for dramatic effect.) Maybe give GMs a point spread they can spend to "tweak" an encounter? Maybe give GMs the ability to change one feat on an NPC? Maybe give GMs the ability to add/subtract identical enemies depending on how easy/hard it is for the party?
I just played "My Enemey's Enemy" and My Andoran Faction mission was to help Andoran bust drug traffickers. Huh? Andoran is supposed to be about freedom! What business is it of mine if someone in Andoran wants to take "pesh"? I don't think this faction mission should be in the scenario. It's waaay too close to actual real world politics.
Curaigh wrote:
I like the "refill the barrel" idea A LOT. I was looking at Quests thinking, this would be a really good way to up the play of Factions in the Society. Creating Quests marketed towards the various Factions for 1pp each and no fame. By being able to refill your PP people would use their prestige instead of just forgetting about it until something horrible happens. With the additional interaction, people would start to identify with their Factions more. 1PP would be a winning concept.
I'd say a single one time use item would be a suitable reward. it would be an oportunity to introduce more scrolls of "X" into the game. I know my Wizard is always searching for scrolls. There just arn't alot floating around. Or maybe a single potion of "X" useable once then "mark it off your chronicle sheet"
This has been very informative. Thank you all for the discussion. It answered all of my questions on running sanctioned modules (so far) I'm planning on running Crypt of the Everflame at SpoCon this year. I might run something else. But Crypt is just a really good dungeon crawl. Perfect for new players.
LazarX wrote:
I took the Cavalier miniature and painted it in Adoran Eagle Knight Heraldry: https://plus.google.com/117616742805278681834/posts?hl=en Pretty impossible for anyone that knows the factions to miss me. LOL! :D
Matthew Pittard wrote:
I can't say I appreciate being 'required' to buy things to play in the society. $20 is a lot of money to an 11 year old with poor parents. It's bad policy.
David Haller wrote:
I appreciate that. A Squire, after all, needs a Knight. I'll add him to my address book.
xellos wrote: Pathfinder Society Field Guide, Andoran section (page 14), Prestige Awards (2nd column) Ah...that explains it. I don't have that book. :( 20 Fame huh?.... 4 more adventures to go. |