I basically ran it "as is" and I only had to change some things to account for the number of players in the party. All I had to do was change the flavor of the creatures they were facing to make them fit. For example; Spoiler: when the party encountered the giant maggots in the first cavern I described them bursting out of the spider's remains and then the skin of their heads peeling back to reveal distorted human faces with two inch teeth like spikes.
One of the players wanted to make a knowledge check to identify it so I let them role a "knowledge (the planes)" check and provided them all the info the the maggots with a little abyssal flavor thrown in and told them that these were made from the lost souls of mortals and were probably there as part of one of the abyssal rifts that had opened up during the fighting outside. I did the same with the giant fly, using similar descriptions as the maggots, which helped to solidify what I said earlier. They loved the feeling that they were already fighting monsters from the Infinite Abyss and they felt really heroic.
Sometimes it's the little things that make me smile. Useless little bits of information that have no bearing on the story being told, or that have any impact on the game at all. Today, thanks to a finger being a little to itching on the mouse scroll wheel, I found out something new. In The Worldwound Incursion (Adventure Path #73), on page 71, number 16, the name Kenabres appears at the end of the second line. Flicking the scroll wheel shows the name of the city in exactly the same spot on page 72. This piece of totally useless trivia has been brought to you by the Society of People With To Much Time On Their Hands. What are some things that you've noticed in your games that were totally pointless, but made you smile?
Sowde Da'aro wrote:
At at high enough levels it lets you hear the whispering of a mad god through the cracks of reality. Always whispering, like it's talking just to you, and it never stops, not even to let you sleep... >.> Or is that just me...
So, a little background. One of the players in my group wants to play a paladin of Arodan, gaining his power through faith in the teaching of the dead god rather than from a deity itself, but he may be taking the Touched by Divinity trait and, for our home game, I think it would be a great turn to have him be the son of Arodan (I'll be working up to a campaign later that involves this as the central theme). I went through the Mythic Origins section on Godlings and I'm trying to come up with something that would work to reflect the teachings of Arodan, but I'm left scratching my head. Any ideas what direction I should go, or tips as to what the ability for this should look like would be a huge help.
Rerednaw wrote:
I think this is in the wrong forum.
I've noticed that a lot of people have mentioned desiring more movement related abilities and I agree. Having something that lets me use my acrobatics skill to move around the battle above simply avoiding AoO's. There's just something about swinging from a rope or chandelier, or a sword fight on the railing of a crumbling balcony, that gets me every time. Something else I was thinking about is the Gunslinger's Daring Deed optional rule. What if the Swashbuckler had something similar like if they did something especially cinematic they were restored a point of panache. Moving on, I agree that the parry and riposte are too costly on panache. Changing parry to only require that you have a point of panache in your pool keeps the ability viable while still costing you the AoO. Also, like Neo2151 said, it should happen after the opponents attack roll. I don't have more than a hobbyist's experience making rules, so I'm afraid that I don't have much to offer as far as potential mechanics goes, but I know you're all working hard on that, and thank you for a class that is, for the most part, super awesome. |
