I'm the DM of the Pathfinder game. I spoke with Suzaku today and we've cooked up a fine idea that people will dig: Glory and Interesting Times The balance of power has shifted with the invasion of Aldos by the imperialistic Hurrites! Will you and your companions restore the status quo or will you take advantage of the tumultuous times to come? Glory and Interesting Times is a Pathfinder campaign set with a politically charged backdrop. Characters start at 2nd level with wealth appropriate to their level and ability scores are generated from a selection of ability score arrays arranged to taste. A more detailed campaign writeup is available on request.
Suzaku wrote:
Yeah. I sent two replies. I hope to see you tomorrow.
Suzaku wrote:
Not a problem - we just discussed characters and did some worldbuilding. If you have time, we can do the same over e-mail - you can reach me at the_densetsu@yahoo.com.
Very important addition to the above. There are limits to the numerical bonuses you can purchase based on your character level. All limits are rounded up. o Enhancement bonus to a weapon - 1/3 of your character level
DU
We haven't even discussed what kind of game setting we will be using, but I can provide a generic set of guidelines. Character Creation Objectives: I have two goals - to make sure everyone can contribute equally to the ongoings of the game (i.e. characters are of the same power level) and to keep certain options from mucking up the game (i.e. makes characters less efficient or broken). Respect this and you will find yourself given a lot of leeway. Campaign Setting: It goes without saying that any character option used has to fit the campaign's setting - whatever we decide it is. Acceptable Materials: Most Pathfinder, 3E, and d20 official or third party material is acceptable provided either I own it or you own it and can provide me with the appropriate game text whenever requested. There is material I prefer people to use since it's free and produces characters of roughly the same power level (see links below) but as long as you manage to match the balance point the rest of the group is going for Ability Scores: Pick whatever you feel is necessary. If you can't decide, roll 3d6 replace lowest with a 6. Races, Classes, Feats, Equipment, Etc.: See above - if it fits and doesn't unbalance your character, go for it. Level Adjustments Are Crap, Use This: If you decide to play a monster character, ignore level adjustment and instead treat the monster's CR as its effective ECL. For purposes of ability score adjustments, subtract them against the elite array (highest against highest, second highest against second highest, etc). For purposes of HD, make it as close to the ECL as possible (i.e. if you're playing a troll, drop the HD to 5; if you're playing a siren, drop the HD to 5 and either add an additional bonus adjustment to Con or bump the hit die size to d12). Starting Level: 5th. Starting Wealth: 12,000 gold pieces. Experience: In addition to a minor per-session reward, points will be rewarded as you achieve objectives and complete quests. Spell Availability Limitations: Spellcasters who know all spells on thier spell list (i.e. clerics and druids) only have
Magic Items: Here are the rules governing magic item purchases. First, items that provide the following are half-price: o Enhancement bonus to a weapon
To keep things sane, you can only have eight such effects active at a single time however. Swapping out the above effects take a 10 minute ritual. Second, most magic items worth 15,000 gold pieces or less can be purcahsed readily with gold coin. Magic items that are worth more must be bought through more esoteric currency (i.e. souls, planar scrip, etc). The following items are banned.
Links: Here are some links to some groovy material.
Denim N Leather wrote: I live very close to Kings Games. I will check my calendar! What time will these games start? End? The plan is to hold a 4 hour game from 6 to 10 on Monday nights but I am amendable; I can run 3 to 5 hour games or hold game in a different time block (e.g. 7 to 11) if people prefer that. Keep in mind, majority rules.
Suzaku wrote: I would like to play a wizard if character discussion comes up. How do you feel about crafting magic items? Wizard? Not a problem. I believe one of the other players want to play a Druid and the others are still mulling thier options. As for crafting items, I have no particular bias against crafting except when it comes to the following items: o Candle of Invocations and anything else that causes characters to count as higher level than they are.
I am considering making Big Six items auto-scale to level or reducing their price by some percentage. I'll let you know how it goes.
Suzaku wrote:
Not yet. I'm waiting until the 19th to see who else is interested before I pop the question on which game to use.
Suzaku wrote:
That's cool - I have 3 other people who are interested in playing. We plan on meeting up on the 26th to discuss details and potentially hold session so you won't miss much.
I just checked my order history page and I noticed that my pending order has a copy of Council of Thieves Part 2: The Sixfold Trial also pending. I already received this adventure in September so is it possible for this pending copy of the AP adventure to be removed? I can wait for my other subscriptions to be sent along with CoT Part 3.
Sneaky wrote:
Regarding classes, the contents of the AP assume a standard party but I, as a DM, insist that you feel free to play whatever you want. I'll be making adjustments on my end and I'll assume the players as a group will create strategies in order to compensate for whatever skills you are missing. If knowing what the other players are playing will help you make a decision, know that one is playing a monk and the other is playing a wizard. As for your background, it sounds great and I also can see it fitting the AP nicely.
Sneaky wrote:
Welcome aboard, Sneaky. Your enthusiasm is reassuring. Currently, there's one other person interested and it looks like they are edging towards playing a monk. Character-wise, I'd really like characters that have or can develop additional reasons to be in Korsova beyond revenge on Gaedran Lamm so I can make the unfolding events of the adventure path more directly important to the player characters.
This is a 3.5E D&D campaign where we will be playing through the Curse of the Crimson Throne adventure path. Time, tool, and player-wise, I would like to hold game sessions on Sunday afternoons from 1 PM to 6 PM EST bi-weekly using both MapTools and Skype for five players. The main books we will be using are the PHB, DMG, and MM. Material from official Pathfinder Chronicles Campaign Setting supplements and web enhancements can be used with notification while material from other D&D supplements must be requested. In all respects, I reserve the right as DM to decline and retroactively remove any game mechanics that prove problematic. Story-wise, players are advised to download and read the Player's Guide to the Curse of the Crimson Throne and make characters that fit based on the information therein. Mechanically, all characters should start at 1st level and generate ability scores using the standard 4d6, drop lowest, and arrange to taste method. Be sure to use an online dice roller like InvisibleCastle and send me the appropriate URLs so that I can verify your dice rolls. As normal, take maximum hit points at first level and for starting wealth, just take your initial character class' maximum starting gold. I have several house rules in effect as well. First, the minimum hit die size is d6. Second, the minimum number of skill points per level is 4. Third, all bonus feats accured by fighters are wild card feats, all of which can be changed after five minutes of uninterrupted practice. Fourth, monks get full BAB and finally, rangers get sneak attack damage dice equal to thier favored enemy bonus when attacking said favored enemy. Regarding stuff I absolutely do not want to see, please do not use any of the following when making or advancing your characters:
Also, do not make use of the following "legal" rules abuses or anything similar:
You can privately contact me about this campaign at the_densetsu@yahoo.com
I believe they are a great encounter-building tool for individual DMs and the basic mechanics can easily be purposed towards a framework of balanced and level-appropriate improvised actions and effects. The whole concept was one of the best ideas to come out of OGL products and in my opinion it's definitely core rulebook worthy.
It's fine as a ECL +0 race. A fair number abilities are highly situational (the energy resistance) or require investment (the skill bonuses) to get the most out of them. Also, the breath weapon is essentially worthless at high levels (no opposition worth its salt is going to line up for you and 32 damage, 16 on a save with possible energy resistance reducing it further makes it a fun flavorful with some occassional use but nothing more than that).
Adjusting treasure on the fly is not a big problem. The typical EL range for an adventure is pretty small and within the duration of a session, it is greatly smaller. Assuming 4 combat encounters per session, you will already have at hand the four base treasures for said encounters. You will simply need to generate the bonus reward packages which is simply the difference between the EL's treasure and the 1-3 ELs above it. Once they are generated, you rarely have to generate more since the treasure packages you generate for one encounter of a specific EL is good to use for another encounter of the same EL. If you don't want to customize, you can simply add more gold. Really simple stuff.
Dogbert wrote:
Instead of that, how about... First encounter, standard treasure.
So, as an example, the first EL 1 encounter will produce a EL 1 treasure. The second EL 1 encounter will produce a EL 2 treasure. The third EL 1 encounter will produce a EL 3 treasure and the fourth EL 1 encounter and every EL 1 encounter thereafter will produce EL 4 treasures. Do keep in mind that, over the duration of these encounters, the PCs are depleting their resources so an level appropriate encounter gradually does become a level appropriate + 1 encounter due to the decremented options that characters have at their disposals. This also works because additional treasure doesn't empower spellcasters that much but does augment the mundanes who need magic items to keep parity.
Tequila Sunrise wrote:
Like I said, the progression would be there but it would either be derived from a) the magic items in the treasure hoard they were carrying/guarding, b) gear they were equipped with as either an NPC or PC of the appropriate character level, c) abilities or modifiers they acquired through sacrificing some of thier class features, or d) if everyone got progressive racial abilities, abilities they acquired because of thier race.
Tequila Sunrise wrote:
Is this really a problem? Obviously, there are a number of quirks common to 3E that would no longer work. Yes, you could no longer throw one CR 20 opponent at 4 20th level PCs. Yes, the PCs would have a visible numerical advantage over their opponents. Is this really bad? For me, the answer is no. This change would be absolutely fine because a) solo opponents, as it stands now in 3E, do not work because individual actions are always more important then raw power and b) player characters are expected to go through several fights per day while enemies can essentially go nova in any battle they're in. Now, I am not saying that monsters should be made into hopeless cannon fodder. It just means monsters will either need to be given NPC level appropriate gear like NPCs are now or they will have to draw on the magic items in their treasure hoard and if you want to make a really challenging fight, you will either need to use a higher level monster or give an opponent of equal level PC level-appropriate gear. Does that sound reasonable? Edit: Also the only monster classes that should be made should be for non-intelligent or animal level intelligence creatures like oozes, bears, mindless undeads, constructs, etc. Then again, I do not see why you couldn't just use the warrior NPC class and call it a wrap.
Personally, the player character classes are the most played part of the game so why not just use what's already going to be in use most of the time? I have no problem with an Ogre just being a 4th level Fighter who has Large Size instead of two bonus feats or a Mind Flayer whose really just a 9th level sorcerer with an otherwise extremely limited spell list. It ought to make things easier to balance out and you could avoid nonsense like ECL and LA. So if you wanted to play a Succubus, it's just more of a matter of slapping on some PC level-appropriate gear instead of having to literally eyeball it like it is right now. Edit: Thinking about it further, it would be best to simply buff up the player character races (or improve thier features when they reach certain points) so you can give monsters thier trademark abilities without having them sacrifice class features. Therefore, our example Ogre doesn't sacrifice two feats while the human fighter gets something "humanly" comparable.
IMHO I do not think Conan and Fafhrd are high level fantasy warriors. They simply cannot operate at that scale and you do a disservice to warriors if you keep them to that mold throughout the whole 20 levels of play. Currently, high level wizards and clerics are like Gandalf but without the restrictions on their Maiar powers. Wuji, Gilgamesh, Hercules, (Marvel) Thor, Cuchulain, and the Pandavas are high level fantasy warriors. You need warriors who can fly, carve rivers, kill a lot of unworthy foes, can seize narrative control to expedite tasks, etc. This is NOT a bad thing.
Ratpick wrote:
Pretty spot-on.
Fake Healer wrote:
Just curious, but what has your experience with 2-handed weapon fighters been like?
David Jackson 60 wrote: I still can't believe people debate this and actually try to put up in-game situations with folks who want to argue only on the theoretical. It's not theoretical. In my experience, blasters are useless (blasting damage does not keep par with high hit points), fighters cannot protect anyone (they have no tanking mechanism) and are easily marginalized (smart spellcaster = dead fighter).
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