I have some spots open in an ongoing campaign (35 years now) for players. I use Pathfinder core rules and 3.5 where Pathfinder doesn't cover (Above 20th lvl and I use Starjammer/Spelljammer rules for travel between worlds on the prime material plane).
Current players have been playing for 5+ (one since 1979) years and starting level isn't an issue. I use the base books for starters and don't use 3rd party books. I find them unbalancing for normal gaming. All players are currently adults from 20-65. Nothing is impossible! :)
I've been running this campaign since 1978, started 2nd ed., and migrated through 3.0, 3.5 and now use Pathfinder rules as the main ruleset with the others to augment the game and allow players to pretty much do anything they want to with characters. Contact me if you are interested. Mature gamers only please, and need to keep the swearing to a minimum since I have family that can overhear. Game is usually every Sunday from 11AM - 5PM Mountain time. Most of the time I get on between 9AM and 10:30. Many times the game runs till 6/7PM if everyone can stick around. I use Pathfinder as the main rules with missing feats from 3.5 (all books) and use spells all the way back to 2nd ed. since some were dropped over the years (cacodemon, enchant an item, and the true "wish" spell). Role playing is pretty much required as is creativity. I don't do very well in a straight hack-n-slash campaign since players must figure out puzzles, politics and power plays by major factions and NPC's. I do use the Epic rules from 3.5 since many of my players have been playing over 4 years straight (at least) and have broken lvl 20 (quite a few) with multiple characters. Some have been playing in this campaign setting for over 30 years. The campaign setting is of my own creation based on a mixture of Greyhawk, Pathfinder, Spelljammer, Planescape, Eberron, Dark Sun, Forgotten Realms, Gamma World and even some T20. Contact me for details if interested.
Azaelas Fayth wrote:
Sounds like this one may have been the "Example" for the Taiaha in the book.
blackbloodtroll wrote:
No, it's way off. Further than most just by being a single handed weapon when it is in fact a two handed weapon. And true, why would you rewrite an entire book based on an opinion of one. :)Lucky for me my players haven't found this weapon, but I would have to rewrite in in my campaign also based on personal use and knowlege. Aeshuura: Aye, I had to contribute what I knew for accuracy. Paizo has been pretty good about correcting quite a bit. Better than the other company so I figured "Nothing ventured, nothing gained". The other weapons they took from the Maori were pretty good, but this one was way off. Another weapon that took quite a bit of skill to use was the Patu, especially the greenstone ones. Weilded like the Fillipino escrima (double weapons for both striking, blocking and disarming) sticks but heavier and able to be twirled around the wrists on the cords for rapid grip changing. They were rumored to be able to decapitate a person by striking them in a thrusting motion above the eyes, inserting into the skull and twisting to remove the top of the head. This would be interesting to adapt to game terms. Especially as a “Fragile” and exotic two weapon skill stone weapon. Lucky for me my players haven't found this weapon, but I would have to rewrite in in my campaign also based on personal use and knowlege. Cold Napalm: Yea, but this one I had a personal interest in :) And many of the weapons haven't been too unbalancing. Giving this one the damage of a bastard sword AND a spear as a double weapon weilded one hand was a bit far-fetched.
Guys, A bit of constructive criticism here. Whomever did your research on the New Zealand Maori weapon the “Taiaha” for the book “Ultimate Combat” must have not looked into this fantastic and intriguing weapon. A Taiaha was/is a wooden weapon made of hardwood (usually ironwood) and was the main "Two-Handed" reach weapon of the Maori’s for both offense and defense. It is true it is a bludgeoning weapon, but it was never intended as a piercing weapon. The point on the handle side was actually a facial carving and the point was the tongue representation of the warriors ancestors who crafted it. This side (point) was never placed on the ground as it was a sign of deep disrespect to one’s ancestor(s). True, you could put a point on one, but that wasn't the original intent. One of these wooden weapons would be passed from generation to generation and was believed to hold the ancestral spirits of the family’s warriors to aid them in battle. The taiaha was a very fast weapon and the bladed end could actually “cut” the opponent and since the Maori’s didn’t have access to iron or steel at this time, it was never thought of as a slashing weapon. The taiaha was more of a short staff than a club or spear. The sharp end was usually dressed with feathers, string and fur to the shoved into the face of one’s opponent to distract more than anything. The point is purely coincidental and claiming the taiaha is a double ended weapon with piercing qualities is a bit far from its actual use. Also, being light and hard (fast) is shouldn’t be gifted with a d10 damage for a medium sized weapon unless you redo the staff to also do a d10 damage. This makes the taiaha better than a mace for damage. A taiaha would have a hard time denting armor (could but wasn’t intended) and damaging the person encased in it as a mace could. What it should get though, is a bonus for disarms as (a whip or even other weapons) plus it is not a single handed weapon, it’s a two handed weapon. Also, a taiaha doesn’t weigh 10 lbs. Your heavy mace weighs 8, the light weighs 4 and you’d be lucky to have a taiaha weigh 5-6 lbs. The ones I make are in the 2-4 lb range and are still a bit heavy and I’m using ash. The ironwood ones were smaller in diameter and the blade ends carved way down due to the wood quality and weight of the hardwoods available in New Zealand. Again, a taiaha is a speed weapon for both offense and defense, not a club or quarterstaff weapon that relied on weight to do damage. Sorry, just had to submit this info since I have done quite a bit of research into these extremely unique weapons that were greatly feared by any who ever met the Maori’s on anything but good terms (including other Maori tribes). Cheers! :)
Male Gnome Artificer10/Rogue10
Tiasar Auvrelth wrote: sorry, still not finding it I posted on the other page, I am betting there is something wrong with your account. Contact the Paizo Webmaster at customer service and ask why you can't sent or receive a PM. I can't find any tags to send you a private message so there is something hosed on your account.
Tiasar Auvrelth wrote:
There's a problem with your account. I can't find any way to send you a PM so I am betting that situation is reciprocated to anyone you want to send messages to. Contact Paizo Webmaster and ask why you can't send PM's. Hopefully we get this sorted out before next weekend. Would like to see you participate by then :).
Tiasar Auvrelth wrote: question, are we still doing adjustments for levels? such as the stat increase at 4, 8, and so on? i'd happily drop some of my other stats so i can get one stat higher Yes, the base stats were as if you rolled a 1st lvl character. Now apply +14 levels of Skills, Feats, Stat increases etc. And you get to start with 240,000 gp worth of non-epic gear.
Male Gnome Artificer10/Rogue10
I have been shown the path to righteousness!! For a starting character, lvl 15 I had written "using the Lvl 15 starting NPC wealth table 14-9 NPC GEAR on page 454, from Paizo's Pathfinder Roleplay Game "Core Rulebook"." Instead, use table 12-4 on page 399 which will give your character 280,000 gp. starting. And no epic items can be purchased. Those have to be made by another player character. The NPC's don't trust anyone not to use what they may make (epic items) a PC, against them or their guilds. :)
CampinCarl9127 wrote:
Ahh, true, in that sense it would be. Like I said, the potential is there for truly epic stats. Had one person get 18, 18, 17, 17,17,14. The did the racial mods on top of that for a 20, 18, 17, 17, 17, 14. People may laugh at these stats, but when a two legged insect looking critter 30' tall and 48,000 pounds comes barrelling at you swinging two sets of razor sharp, adamantine reinforced single talons 8' long, backed by a Str of 48, with an AC equal to a tank; Stats will be the least of your worries. :)
Shady_Motives wrote: Sorry for double posting just want to get your take on race selection. Since Advanced Races Guide came out last month may we have access to the Featured Races section? It contains races like Sylph, Drow and Fetchling. At this time no, not until I can evaluate those races and how they'd impact the game. Answer to your previous question: Because I'm allowing it.
CampinCarl9127 wrote: i couldn't find a way to private message you, sorry. despite not knowing exactly what the gnome player is, what do you think of me submitting a wizard? he'd be conjuration, and at this level using Gate and other spells to normally speak with high leveled outsiders (Balor anybody?) Interesting to me for sure. Especially under circumstances that may involve another long-time player that is developing a "Celestial" character trying to rise though the hierarchy and eventually become a Solar. He's been playing this character now for 20 years :) But I digress; go to the "Gameplay" tab to see my basic rules for characters and send tome via the "Private Messaging". Send your e-mail also so I can add it to the campaign list for updates and messaging in case something happens. I send out e-mails weekly to remind players of the game on Sunday and to take care of any "Admin" that it's possible to resolve through e-mail.
Grand Moff Vixen wrote:
If Ventrilo or Teamspeak is free, we may have to change as we (the group) sometimes have bandwidth issues (we had one person playing from a little village in Iraq over a satellite connection for a year while he was deployed:D). For the most part though, we occaisonally get breaks that drop one or more due to the network flapping. This breaks the connection with D20 even. So far we have always been back up and running within 5 minutes. I can answer all those questions easily. How are attributes being handled?
My starting character generation rules for stats are as follows:
HP: First level is maxxed with HP/HD and Con. The rest of the 14 levels, roll 14 time re-rolling any 1's. If you re-roll a 1, you HAVE to accept it. Send me a private message with the subject "Sunday LOA Submittal" for me to look over. If I accept, then you will be sent an e-mail with the connection information for D20 Pro and Skype. I will close this campaign after I have accepted three players. If in the future I drop below 6 (again) regular players, I will reopen this campaign and again solicit for players. Which alignments are not allowed?
What Races & classes are allowed?
What level do we start at?
Is money being handled as per WBL?
If any more just let me know.
CampinCarl9127 wrote: i couldn't find a way to private message you, sorry. despite not knowing exactly what the gnome player is, what do you think of me submitting a wizard? he'd be conjuration, and at this level using Gate and other spells to normally speak with high leveled outsiders (Balor anybody?) Found it, can't say it was easy! To send someone a private message, go to their profile page and click "Send Private Message."
Male Gnome Artificer10/Rogue10
In order to play in this campaign (It won't be on paper/posted, it is live on Sundays, 11AM-5PM Mountain) send me an invite request with a copy of your proposed character created at Lvl 15 using the Lvl 15 starting NPC wealth table 14-9 NPC GEAR on page 454, from Paizo's Pathfinder Roleplay Game "Core Rulebook".
I will close this campaign after I have accepted three players. If in the future I drop below 6 (again) regular players, I will reopen this campaign and again solicit for players. Be aware that the current set of players are high level and have all been playing this campaign for years (one over 30) and know my style of DMing. I will post my "House Rules" so potential players aren't blindsided when they start playing. You may not like my house rules, if that's the case, no time wasted on both our parts. Play will start for any new recruits on 9/3/2012 with the other players whom you will meet on line. Happy Trails!!
Looking for two to three people wanting to play a high level campaign that pretty much has been home grown since I started DMing. Power gamers need not bother applying. This is an actual role-playing campaign and there are times exp. doesn't get awarded in a session.
To play: Submit requests to me via personal message (not sure yet if this is possible on these boards) or here on the board in this section.
Background: Currently the party was hired to deliver an Elvish Armada back to the elves in the Forgotten Realms sphere by a troll buccaneer that is creating his own secret harbor (base) in the Greyhawk sphere and currently has 6 spelljamming ships in his fleet. As an example the trolls basic stats are; Goondag “The Destroyer” Troll8/Barbarian14/Horizon Walker8 (Yes, this is an epic campaign after 34 years).
Thanks for the info people. No, I didn't notice it in earlier issues since I don't actually run the series as an adventure. I read through the Adventure Path volume over the week and use them (the books scenarios) as inspiration on my game days if needed or happens to coincide with what the players are doing at that time. Currently the Skull and Shackles series happens to fit well as I am running high level characters on a mixture of a "Lost in Space" (Spelljammer)and a 40K flavor (planet in the first stages of a Tyranid invasion) with the players needed a lot of resources to repair their Elvish Armada before trying to find a way back to their crystal sphere. (Magic and technology does mix if done with moderation :))
I guess if I do use parts, I'll have to download the stat blocks from the web before hand (actually put some more prep time into the games). Actually didn't know about that area (the web based content on the creatures and rules)either. Guess that's what happens when you have less time to devote to long time hobbies when the kids and family demand more involvement over the years. Thanks again everyone for the help. Like I said before people of Paizo, keep up the good work on the Adventure Path series. I continue to subscribe to them because of the excellent content.
Guys, I have a complaint about your adventure path series that I just noticed finally reading through the Skull & Shackles series, specifically the last installment; "From Hell's Heart". First I want to praise you on the quality of the product up to this point. It's been great and a real help at times for me to grab a scenario to add-lib in my own campaign setting that has been running now since 1978. Where I used to have lots of time for prep and to create scenarios for the players (when I was single and no kids) I now have very little time and am surprised I can get in 5 hours a week of play for some old and new friends that still find my campaign setting amusing, challenging and still good enough to continue to develop characters for long term goals. I am disappointed in the direction the Pathfinder Adventure Setting books seem to be going. What I mean is: In past volumes, the writers included all the pertinent data for encounters that a DM wold need to run the scenarios without needing extra books for reference to get the creature stats. This issue I am noticing that it wasn't included on both the iron golem and the canon golem. What gives?? I am used to not needing anything but the published book for the adventure unless a specific rules question came up that was outside the actual activities covered in the adventure. Not sure why these creature stats weren't included but if this is the direction the publishers are going to be continuing on, I will have to say that this will be an inconvenience and I will consider the adventures to be incomplete, and needing more than just the basic rules manual. This seems to be the ploy that WoTC used to get people to purchase additional publications and tends to get a bit pricey for just a few additional bits of information to complete a written adventure.
I have had a few of my long time friends from starting D&D (Yes, 1st edition) complain about the ease of characters being brought back to life. In the 1st/2nd editions we had Resurrection Survival based on the Con score. In today's AD&D/Pathfinder rules players tend to take ridiculous chances as they know they can usually be resurrected or brought back with no penalty for dying. Unfortunately I have to agree. There is no penalty for characters dying and getting brought back. Yes, the lower level "raise dead" does penalize. But when you are playing epic level characters (a couple of my players are playing characters they started back in 1978-1983 and converted from 2nd edition) with no real fear of death, encounters with what should be exciting, dangerous opponents don't get that "My character may die and not be able to be brought back" feeling.
These are included in the rules and description of my self created campaign world, as written in a document I provide all my players when they choose to play in my campaign world. Character Death When a character dies the following will happen:
1. The player will loose a Con point, no save upon death. True Res and Wish will regain this Con point back for the "Game Con score", but not the "Original Con Score".
The Resurrection/Survival roll will be a percentage roll (or even a D20 roll, yes, action points can be used at this time also) equal to or less than 5% x the characters current CONSTITUTION attribute after they died. For example; If a character dies with a 19 Con, then after death they lose a Con point, making the Con now 18. 18 x 5% = 90% or 18 or less on a D20 roll. If the player rolls a 19 on a d20, or 91% or more on a D100 roll, then they are forever dead and cannot be brought back. Roll a new character! *GRANDFATHER CLAUSE: Those characters that were started before this rule implementation will have a special advantage over all newer characters. I will allow you to compute your Original Con Score as follows:
New Damage Rules Since 2nd ed. Character progression has sped up considerably. It no longer takes years to reach 15th level. The new rules from 3.5 and Pathfinder have introduced the concept of creatures with hundreds, if not thousands of hit points and AC's that can reach further than even most epic level characters can hit without a natural 20 on a d20. Because of this, and the fact that I personally think a 15+ level character should be able to dispatch a lower level character with 30 or less HP (for a 5th lvl character with reasonable Con score, a fighter would have an average of 50HP at the least). Because there are no feats, or game mechanics to both speed up the combat, i.e. do more damage without unbalancing the game too much, I have decided to implement the following rules for damage dealing with both melee weapons, and spells without adding home-grown feats. This is also being implemented so that there is incentive to use strange and new weapons that are never used in the game due to their inadequate base damage. This will hopefully encourage the use of different weapons as a Signature Weapon for the characters. Signature Weapons: A signature weapon can be any weapon the player chooses, and must be in possession for a week of game time or more. A Signature Weapon is a specific weapon type (long sword, ranseur, glaive, long bow), not a specific weapon (+2 Long sword, +3 Composite Long Bow, +5 dancing rapier of flaming burst). Any weapon of that type becomes the signature weapon and will deal the damage from the new damage rules being implemented below. If the signature weapon is lost, destroyed, or lent to another character, as long as the player picks up another weapon of that type (Almeda lends her +2 Sickle to Proddim for a fight and instead, wields her +1, flaming burst sickle) she will still benefit from the BAB damage bonus rules below. If a signature weapon is no longer desired of a specific type, another can be chosen and the wait will be a week before it is active once again. During this time the previous weapon chosen as a “Signature Weapon” will no longer benefit from the signature weapon bonus. This means a week without any signature weapon bonus damage. Home Plane above ground: To gain the signature weapon BAB bonus damage in an encounter, a player must make a “Survival” skill check outdoors on the pane that the player is a native on equal to 10 + HD of the creature encountered. If this succeeds, then the player will gain a damage bonus to both melee attacks and spells against the creatures race for that encounter. Player should keep track of ALL the creatures encountered and on the specific planes or locations as they will gain a +1 bonus to survival skill check DC for every encounter. Other Planes: Planes the character is not a native of, the DC increases to 18 +HD of the creature encountered. Knowledge Planes Ranks only will apply to this Survival DC check. Not the bonuses that a player receives for attributes or magical increases more than once on the base Survival check. Underground: In this case, the Knowledge Dungeoneering ranks will be added to the die roll to achieve a DC of 10 + Lvl of creature on the native plane, and 20 + lvl of the creature on on native plane, underground. All ranks would stack in this case, the Survival with bonuses, the Knowledge Dungeoneering ranks and Knowledge Planar Ranks would all stack. BAB Damage Bonus from Level of Character
Critical Damage Bonus (Melee/Natural Weapons)
Magical Critical Damage: Is basically the same as above except, you use the spells BASE damage dice to figure the total critical damage.
May seem difficult but I understand what I wrote and may not have conveyed the ideas very well. I'm open to opinions and possible suggestions. Especially if you try them and find something broken in the rules that I haven't encountered with my gaming group.
Thanks ahead of time for any input/decent criticism.
Gui_Shih wrote:
Not with the smaller books (Adventure Paths) but yes, my Core Rulebook bindings are starting to come apart. Book gets heavily used but not mistreated. I even cover them with book covers to preserve the book.
Nubzcrymore wrote: Should pc's be given experiance for an encounter if a monster runs away? Ad-Hoc if you plan on having it return to plague the party/characters. This can be very fun as this creature/NPC continues to advance in olevels as the party does. May even discover others who have been "Wronged" by the party and unite against them. Full if it was a non-intelligent beast that crawled away, never to be seen again.
There is always the option by the players to attempt a retreat to return at a later time when they advance in power/levels after they learn they can't touch the dragon. Followers, hirelings could be the ones sacrificed to ensure the actual players get away. I think I saw also, a suggestion to let them earn their way into the dragon's "Lair" by going through minions and prepared areas (Traps) that should be there anyways. Unless the dragon is caught out in the open on a foray from it's lair, it should be difficult or even impossible for a ill-prepared party to take down a dragon of age and intelligence. Dragons and NPC's won't fight to the death unless they have a reason to or are cornered trapped. I have done the same thing a few times. I have even allowed a randomly generated encounter that the group had no way of defeating occur to "Test" the players game sense. Sometimes players get into a habit of attacking everything because they have had no defeats and think this is just another creature to steamroll. Defeats can be as memorable as epic successes.
Main suggestion for this is: Prepare the encounter for the session ahead of time with everything taken care of.
This procedure has allowed me to run 1-2 encounters every session where we play only for a couple of hours with up to 12 characters (And I have players playing over Skype from California to Iraq). If you throw role-playing into the mix it drops it down to a single decent encounter, but memorable. And keep a log of each session to remember what happened, encounter results and possible outcomes if NPC's get away. Amazing what will crop back up a year later when everyone has forgotten the bullywug with the great-axe that was the only survivor of a massacre that got away. :)
I agree with the majority, "No", too much like the changes to 4th ed. With the Heal skill I allow anyone to do a self (or heal other) heal/patch/bind woulds up to their total heal skill level in points regained with a skill check of DC 15+ if lightly damaged (no more than 25% hit points lost) DC 20+ if no more than 50% lost and DC 25+ if more than 75% lost.
You can attempt this as many times as you want but a healers kit has 3-10 charges and each try uses one charge. I usually charge a base of 50gp for a 5-10 charge kit (depends on availablity and local econnomy GP worth), and for DC modifiers I charge and extra 50GP per plus (+) up to a +5 modifier for 300gp. They weigh 10 lbs each. Healers kits are more readily available than cure potions as they are common materials.
We started playtesting the new rules last night and a person who had taken a prestige class (Dread Commando)to make the fighter he wanted actually re-created the character as a fighter dropping the Dread Commando levels. He could now get the abilities he was looking for from feats available to the fighter with the increased number of feats for all characters. He was estatic and I allowed the revamping of the character (Fighter/Rogue/Dread Commando to Fighter/Rogue) The fighter now does what they are supposed to do REALLY well, soak up damage and deal damage out (Dual weilding bastard swords with just the -2 penalty on both weapons due to feats allowing 1 handed weapons to be used in the off hand, his next feat will be; and I don't remember what it is, one that removes the -2 penalty for the weapons) to the point, now I have to re-adjust my DMing style to make up for the increased abilities of ALL players enough to challenge a party. It seems the fighter rogue is dealing an average of 60+ points (sometimes 90+) per full combat round with 5 attacks. Dual weilding and the improved Dual weilding. So far your plan to bring back the draw of using the core classes is working. The benifits are just way too good to give up to multi-classing or even to branch out to prestige classes unless a player is developing something for the story and not power-gaming.
To me this is like comparing apples and oranges. Both rule sets are easy on the people who are used to them but they basically do the same thing. I personally use the 3.5 rules for sizing as it seemed to be "More" descriptive. But it still does the same thing. (3.0) You are hit by a fire giant giant weilding a large Greatsword (Standard greatsword is Med doing 2d6 base, size changed to large now does 3d6) (3.5) You are hit by a fire giant giant weilding a Greatsword. Both are considered Large size
I never saw the difference except in description or wording. I also agree with the size penalties if they are larger, but smaller shouldn't affect the penalties. Why? This I have no answer except it just never "Felt" right. A smaller weapon shouldn't be penalized as it isn't affected by your Strength or Dex, except to get easier to use. Larger on the other hand, eighs more, and is affected by Strength and Dex and therefore should be penalized until you train with it enough (take a feat) to where it becomes natural to adjust for the extra weight and length.
Arne Schmidt wrote:
One thing that happened between the interpetation of 3.0 and 3.5 for my group relating to skills was the misinterpeteation (this might have been a good thing) of how to apply skill points. We all thought the way to apply skill points was this: Whatever class you had just acquired the skill points in was the class that wasn't penalized as cross class skills. ALL other classes (whether you were multi-classed or not) were cross class skills and would cost double the points to raise a point. I guess we only considered class skills, skills that were bought when you advanced in that class at that level. All others were cross class. It made for a difficult time keeping track of how many points were spent when but also kept your ranks in check.
hallucitor wrote:
I have to agree, I was always a great fan of the Traveller system from the start (early 1980's) and was estatic when AD&D went to a skill based system for resolving actions that weren't available in 2nd ed. I will always support this sytem, and to streamline it is a good thing, (to a point) but be careful to include as many aspects in a skill set that are related as possible, hence: your acrobatics, rolling the balance and jump skills together. And why not add climb to this group? Jump,... Climb, both are strength and somewhat dex skills as is balance. My opinion and suggestions again.
Stay with the old ones. My players rarely used them, but when they did, they needed the extra damage they could produce at the risk of a miss. Same with the AC bonus on combat expertise. Rarely used, but when the risk was great, they attempted to maximise the AC bonus and take the hit on attack. Since when does a fighter or fighter class have a decent INT bonus to use your proposal for the change to Combat Expertise?? Sorry, even though this isn't used much in my group, I think the original write-up are fine.
I have explained my path of thinking for the half-orc race getting the +2 wisdom is they are supposed to be resilent, this equates to a +1 save bonus and is the least they could do. Bit as stated on another thread, there is a possibility that maybe it could be a players choice. Give the player two points to put/divide between Wis and Con. They are supposed to be tough.
I have been extremely unhappy with the 10% rule to stabilize since it came out and once tried, almost gauranteed that a player would not stabilize. I always figured a CON modifier should aid this roll. Hence, for each positive bonus modifier to CON I added 5% chance to stabilize. High CON characters were rewarded and low CON characters tend to die if not helped. But as pointed out before, at higher levels, the damage that one could recieve, didn't usually make much difference. -67 points from a lightning bolt when you were at 10 hp is still dead. It would be beneficial to the overall game design if this were some sort of sliding check, or even going back to the "Resurrection/Survival" roll based on CON that was present in 2nd ed.
Azoun The Sage wrote:
I tend to agree (mostly) with Oz here, but offer a option on the Orc +2 Wis bonus. This is ok as it does help saves and as Oz stated, orcs are heaty, resilent etc. This could be modified to give a +1 bonus to Wis and +1 to Con. Or give the player the option to place two +1 attribute points to either of those attributes, not to total more than two points. If +1 is given to both attributes, they don't give a total +1 bonus to any related checks. But later in level progression it could help with character creation, to plan when a player will modify these scores to get the +1 Bonus to skills and saves. On the side of human characters: I agree with the proposal to allow humans to place the +2 bonus wherever. This takes in to account the desire of the young human to progress in the trait they would like to have the best, when they finally leave the nest and begin their career. Hence, extreme versatility for humans.
I also tend to agree with a Cha modifier of a negative number for the half-orc race. Maybe not +2 but still, this attribute should be penalized as they usually have a bad rep, and their facial features are sometimes, monsterous. Just my adds to this discussion.
I have put it to my group running through an ad-hoc Savage Tide campaign. They will be starting conversions where thay can and will progress with the other character classes as they are released. For now, I see it only making the present characters a bit more powerful/versatile in the game. But when you play the old way of AD&D 2nd ed. (Random encounters could be anything from a few kobolds to a Ancient Red, at 1st lvl. Learn to run or be eaten) this is actually a good thing.
My only concern is the prestige classesp; how the base characters will affect the prestige classes and their hd. But, we will give it a try. This should quickly point to problems integrating with existing 3.5 rules and abilities.
An answer to the subject title, I'd have to say no. As others have said, what may offend any of my players will automatically be toned down or pulled out as I have a very diverse group in both age and experience. I also can add my hand in the air to one previously that said it seems that the older you get the less tolerance you have for really evil type of behavior, descriptions etc. But in this case it helps convey the tru horror of what should be the backdrop of the adventure. I do have to commend PAIZO on the series for being a monthly publication of an ongoing adventure. I think it's freaking great! Especially with all the descriptions and background it gives. That really helps to keep the players actually "Afraid" of things implied instead of always feeling a bit insulated from the implied horror of what ogres could do int he game. Very good and I am completely sold on both the quality (despite the few nagging grammatical errors I keep running across while reading) and the content as an ongoing module. Thank you! |