I noticed the description of the GM Guide mentioned 'hexploration' which I've found fun in the past. Is this basically a guide to setting up hex/squire crawl type game? What did you guys think of it? Was that section helpful or mostly just full of things most GM's would do anyway? Thanks for any input, it is one of the things I am more interested in but don't have a store to skim through to make a purchase decision and I didn't see that section talked about much in the forums.
Depending on how long 'long term' is to your group PF2 may fit the bill. Based off the standard of a full 6 book adventure path it takes about a year to more or less get to max level and be done with the campaign. At the end of the day PF2 is a well done product with a lot of support and high production values so as long as your group is up for it I'd give it a go. Grab the core and monster book as pdf, write up a one shot to test things out and see what you all think.
If you want something that lasts longer than that I kinda feel a point buy system of some sort may work better as you don't really 'max out' and are left with no more character change or growth stats wise. RP wise obviously there is not such limit. A good robust point buy system should have enough options out there to keep adding to and molding character stats for quite some time. My longest game was actually Exalted. Between point buy stats, powers, and a plethora of possible gear we deep dived that game for a little over two years. Earthdawn is also pretty deep into an unique mix of point buy and level based advancement and gear that is well suited for long running campaigns.
I think this is partly what Yossarian meant by a change in design philosophy. since everything in first was more or less a variation on a class or could have a class there was not a lot of difference adding in a creature with say trip vs giving a level of a class to a creature to give it trip. The core philosophy on monsters (in my opinion) is now to use monsters to tailor the encounter how you like vs tailoring each individual monster. Since their abilities are now quite varied and unique having been separated from the feat system.
As you mentioned the monster book has some short hand rules for upping or decreasing the power of a creature on the fly, mostly by adding 2 to all the things and upping damage the actual core book suggestions recommend adding creatures above making any one creature more powerful. Doing so can add a lot of tactical changes to combat now that creatures powers and abilities are a lot more varied. In looking at it that way it ends up being a lot easier to lay out an adventure ahead of time by populating it with the creature mix that will challenge your players vs having to write up class levels, adding hp, feats, weapon bonuses etc.
I realize that doesn't really help your customization problem and I hope the GM book will get you what you need but I also hope that helps with the view point some of us are coming from that feel 2nd edition is simpler when dealing with monsters/encounters. Also keep in mind there is nothing from stopping you taking base monster stats and just using those instead of choosing a race and background during character creation. Just be aware that may make things a bit more difficult than intended on occasion. My 2 cents. Hope you find a good solution and your group has a good long lived campaign! And please do share if you do settle on a solution you like. Others may feel the same as you and would appreciate using it themselves!
If I understand correctly since it does not list a duration it will last until you are cured or until you make enough saves to cure yourself. At stage 1 and 2 you get to make a saving through ever round. If you drop to stage 3 you only get to make saves once per day.
So once you make your initial save and fail, you get new saves at the listed intervals. On a success you reduce it one stage, on a crit success you reduce it by two. On a failure it increases by one, on a crit fail it increases by two.
Do they have to use there armor in their act? If your strong man is your fighter, let's say, why doesn't he only use his armor adventuring and the rest of the time it's in his trailer? I've got my eye on that adventure path as well but to me this sort of thing is more about character background than what fits in with the circus. It would be odd having weapons and lockpick tools on your rogue clown but again he is not likely to be wearing those things 'on the' job but his character background may/should explain why he has them at all. My 2 cents.
I had some issue with this when I first got that adventure as well. There are a few threads in the 'adventure' section as well some gm info if you are running it here in the 'adventures' section of the forums.
A so the 1 is the level for which the encounter is 'low'. Since all encounters are based on party level now. So if it is low 1 and your party is level 2 it would drop to 'trivial' as I understand it.
B As far as I can tell for combat encounters that xp is the encounter xp. All other xp appears to be listed in the AP, avoiding traps, talking people out of something instead of combat etc.
I'd definitely take a jot over to the https://paizo.com/community/forums/pathfinder/adventures section to see what people have already gone over. If you get to playing or finishing this adventure please remember to let us know what you thought and how things went!
So, you lost me a bit here. Whether it is 6 players or 3 they get 80 xp each in this example according to the book. they would just fight more or fewer enemies if you are making your own encounter.
Have fun with it! Genuinely. The thing that got me a bit excited about second edition was all the flavor I found. Your not just a gnome or barbarian your a particular kind of gnome and manifest your barbarian abilities in different ways. Particularly at character generation everything seems to be pretty well ballanced so thin through slowly and see what combo Sparks your imagination the most!
I don't think anyone is trying to say that you or your players did anything wrong. If anything most people agree with you and just mentioning how they have worked with it in 2nd edition. From the description you gave of the fighter I don't think anything should or needs to change about the background beyond now knowing goblin dogs are a bit tougher than they look.
If you think it is getting too tactical on the maps then maybe you could try 'theater of the mind' style like in the 'knights of ever flame' podcast game. It seems to work pretty well and gives them a lot of flexibility in using their abilities how they make sense rather than worrying about how many squares here to there.
I hope things smooth out a bit and you can finish the AP. I for one would love to hear how a mid-high level game goes. Good luck and hopfully happy gaming going forward.
We prepped for the game for weeks, reading the new rulebook, but it never clicked with anyone just how brutal making 3 strikes in a round could be against the PCs, or just how inflated the monster stats have become.
Just to cover all the bases be sure you're remembering all the penalties. I've yet to see many 3rd attacks actually hit and the 2nd for those dogs would only have been a +4 vs your fighters 18+? AC. One thing I over look a lot as well is to add in your level. While I realize that is only +1 at this point every bit helps.
I also think some of the creatures being more and less threatening was a design choice, so you couldn't always rely on your 1st ed player knowledge.
Not sure any of that help but I hope you guys start to have a better time of it. I may dive in with the next adventure path, your a circus troop and that sounds silly fun.
Keep us up to date if you continue to have issues or if you think thing even out as they level up.
From what I've read on the forums some of this stems from playing like it is still 1st ed. Both for the GM and players. GM side use some of those special abilities. Bust out with a few scratch actions to use up some of the dogs actions as well as threaten pox. Players may need to stay more on the move than they are used to. Giving up a little damage for taking fewer hits. If it seems to continue to be a problem you may also consider running the AP at one level higher for your players. Not sure any of this helps but I would be interested in how things go down the road. If you get used to it or decidr it isn't working for your group.
With 1st ed and 3.0/3.5 we always used maps or dry/wet erase grid because it really needed. My group kept running in to issues when we tried not to because everything was so very specific on when it would or wouldn't work.
After watching the Everflame series I am impressed with how well PF2 can work theater of the mind style and would be more comfortable running that way than in previous versions.
As for other ways of running I have used an over head projector shined down on the table. It worked a treat for pre-made adventures (an adventure path in this case) as a lot of the maps were way to big to draw out at the table and could easily be panned to the next area as they explored.
I have also seen people do under table projection, and I rather liked someone else that I saw that made a small cabinet for an lcd tv so it could be put on and off the table with ease.
Emeric Tusan wrote:
The only spells that only went up by 1d6 either lasted more than one round or had an additional effect that they did besides damage.
Depends on the spell and circumstance. If the duration increases it probly has a secondary effect besides damage that may be desirable. You may also find yourself in a situation that you don't know a higher level spell of say, cold damage, and you find out there are creatures weak to cold up ahead, but you have a cold cantrip to boost with the appropriate prep time.
At the end of the day not all cantrips trump or even equal spells of higher levels when heightened but it gives you a lot more flexibility down the road.
Guess that's one way to finally make ranged rogues viable :D
Actually, if you mean getting to use sneak attack, you just need a couple feats and some team work. There are no restrictions on what kind of ranged weapon (vs some restrictions to thrown) on sneak attack damage. All you need is for your target to be flat footed. Doesn't matter who, how, or why they are. One of the rogue feats already sets everyone flat footed to you round 1 already. The door is definitely their for a sniper rogue regardless of how you play flanking. ;)
The real advantage is that a giant instinct barbarian should be using a reach weapon, so that when enlarged they now affect 15 ft away from them instead of 10 and are a better meat shield for the rest of the party.
I think that is where I got mixed up. I could have sworn I read something about large weapons having reach but I think the first giant barbarian I made used a reach weapon to double down.
You do get a rather sizable damage bonus to your rage damage though. For some reason that feels over looked in the discussions I've seen about the giant rager. +6 damage is no joke especialy since you probly started with 18 str + what ever you roll on the dice all for a -1 to hit.
I can't help but feel people forget you have to wait for your specialization damage bonus so out of the box the giant rager does more damage at the expense of less, lets call it, finesse. It is definitely the 'mongo smash' option but that can be fun too. :)
Barnabas Eckleworth III wrote:
It's a tough post to reply to. I wish I could form as articulate response as the poster wrote but as you read, there seem to be a lot of contradictions that make it tricky to make suggestions. As you stated it may be the issue of pre-made adventures, but at the same time they called out that they don't have time to do up home made scenarios.
It is an interesting read and I wish there was more I could chip in to help them get in to the Table Top RPG hobby but most things they call out as 'problems' with Pathfinder weren't pathfinder specific. They are elements found in just about all rpg's.
As to PC game style combat, you might try flipping initiative or games that do. Earthdawn for example splits initiative so the person who rolled worst declares their actions, once all actions are declared they are resolved best initiative down so lower initiative combatants may no longer have valid actions and have to abort to a less effective option.
PS: There are also examples up for the critical hit deck. of the two I'd only use the crit. hit deck but even that is only if my players demanded it. From what I can tell the critical hit deck has a lot of conditions and complications, the fumble deck can strait up kill players. Consistant bleed damage, knocked unconcious, auto fail next save, etc. not things that make me go 'oo, that will be fun for my players'
I've been pondering running an adventure for a new group so I picked up the Plaguestone adventure to take a look at how 2nd edition adventures are laid out by paizo. After looking through it a bit I noticed what seems to be a lack of xp for combat encounter. Non combat encounters had xp listed in the text but I didn't see anything for the battles. Is it just assumed we'll run the numbers ala the system for making your own encounters in the core book. (which appears to, for example, give the very first encounter 100 or so xp) or are my eyes just skipping over the XP reward for defeating the bad guys? Thanks!
I agree with Puksone in that we could use a bit more information about the encounter to comment to your specific experience but here's my 2 cents:
Also I have noticed that when creating a combat encounter 'by the book' the lower floor of mooks is higher in beginning. If that is by design or just happenstance I don't know but as you near level 5 you 'should' start seeing mooks being less and less effective. when building an encounter you can go as far down as party level -4 to fill out the rank and file. The lowest level creature I've seen are -1 so at first level you are limited to fighting at least a 'lackey' class opponent vs low-mid power lackey and low power lackey. So at least at first blush you do have to do a little character growth before you start to really feel the hero vibes but you should get their.
I vote barbarian. The new instincts (imo) give them a lot of flavor to RP and definately make you wall between the rogue and bard until the rogue can get in to flanking position with you and fighter. And heaven help whom ever you and the fighter flank. I get a 'keep off my lawn' vibe from your description and instincts such as animal or dragon could easily be tied to local rumor about the 'monster in the cave' etc. And you can always throw in a little multi class down the road if your attitude toward the outside world changes or you want to change up your tactics.
Two of things I hated most when running D&D and PF1st. I've been digging more and more in to things I didn't care for from 1st and after going through several searches of the Monster book it seems Attribute damage and level grain have been removed from the game. Fantastic if true. Energy drain is still in but works differently though can be a bit scary but I've not found any actual attribute damaging abilities. did I miss something or can I celebrate the removal of a couple more things that used to frustrate me?
I'm considering running a game at a local game store to see if there are any local players interested in doing a longer PF2 campaign. Since this would be an open game and new to everyone I just want to use plague stone as a quick and simple start point. I don't know how many people I might get though so I was wondering if anyone has seen or uses any quick rules of thumb for more than 4 players? Add 1 critter per player, add X amount of hit points to single encounter creatures, etc. And visa/versa if I only ended up with 1 or 2 but they still wanted to give it a go can I easily downgrade encounters or is it just best to add in NPC characters to round out the 4? I've poked around a bit on the forums and the SRD but didn't find any answers I liked. Any input and/or ideas are welcome. Thanks!
It is a small line at the very end of the ditty on savings throws. "The DC for a saving throw is 10 + the total modifier for that saving throw."
They do seem to read as three distinct effects of the spell to me as well. "The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two" Only one of those three things is called an item bonus. At least that is how I'd rule it at the table if I were to run a game.