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![]() The Raven Black wrote:
I think they did something like that, at least at the Tian Xia new book. Like describing a person 'an aloof mage for hire' or 'hard-headed stone giant clan leader'. It's a step to the right direction after forgoing alignments imo. ![]()
![]() James Jacobs wrote:
Good to hear that. There's nothing wrong with the 3-parters and the 4-parters. I just miss the stories of 6 part Adventure Path. I really hope some stories will need it sooner than later, maybe not in 2025, but hopefully in 2026. I can wait.![]()
![]() I would say that for me is what's going on under Jorgenfist (library included) as my pick dungeon. Not too long (like Scarwall, House of the Beast or Castle Drezen that feels like they are going forever). Not like the Misgiving (Haunts takes a lot of the player's agency and there are too much empty spaces to set the right atmosphere but not enough crunch for everyone) which is too specific or like the hell that was going on in the 5th book of Mummy's Mask (that was WAY above EVERYONE's paygrade). On the other hand, while short dungeons (Graul's farm for example) can be sweet and to the point - they lack the time to really grow into several sessions of dungeon crawling. So Jorgenfist is my pick. ![]()
![]() Alright, I'll try (haven't read all of them, saving some for retirement): Book 1:
Book 2:
Book 3:
Book 4:
Book 5:
Book 6:
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![]() I've might have missed it, it might be general knowledge by now but I was out for a long time - and I see that there were no new 6-part APs since Blood Lord, and idk if there are any more planned... Did I missed a memo saying that Paizo is cutting down the 6-part APs to zero? I didn't mind the 3-parters at first but it felt like a much needed breather for the staff than the whole new strategy, and now I see those 6-parters were abandoned altogether. The 4-part of 'Season Of Ghosts' was such a good reminder for me that I missed those long arches, both for PCs and villains alike, and while the Sandpoint one is a good service, it's a one of thing. So - are there NO new 6 part Adventure Paths planned for the future at all? ![]()
![]() The real tough issue here is the treasure. I converted book 1-4, using some villains from the villain codex, mixing and matching some monsters and using templates where needed be, but I couldn't pass around the treasure part without completely throwing it off the windows. Things is - some treasures are hard to configure, especially those one-use items that don't require an action to use (like talismans and such). Some of them are granting a one-time-use with a feat or an ability - so I tried to use the 'gloves or arrow snaring' as a base item but got stuck in the middle. Also a concern is the allotment of magic items in PF1 compare to PF2. If an item is really useful for one time use and it's cheap - PF1 PCs will likely try to craft as many of them as possible, and reuse it when able. But some of the NPCs and monsters were a lot of fun converting, thanks to Green Ronin Advance Bestiary (for a certain weird creature in book2) and thanks to the easy rules in Bestiary 1 for adding and reducing HD in order to set monsters to a more fitting CR. I even got to use a mythic path for one of the villains in order to make him more fitting for the story, which was a great experience :) ![]()
![]() Hey you guys, sorry to bring a subject from the dead - but I have an issues with a mythic Witch played by one of my players. She took the Mythic Hex when she became and Archmage, and since she have the Slumber Hex, she makes all non-mythic encounter a cakewalk. Should I add mythic-ranks to the published adventures mini-bosses and goons, or should I roll with it? The other players are kind of ambivalent on this subject, since they get to Coup-De-Grace plenty of foes, especially non-mythic bosses, who automatically fail their saves, and when they wake-up, and if they wake-up, they are surrounded from all directions by mythic heroes and vigilantes. It's becoming a routine whenever they win initiative, and it makes all melee bosses, such as barbarians, Minotaurs and most demons, into a mosh. I was glad my player found something she's totally good at, and I want to encourage such behaviors, but the other players are starting to feel a little depressed about the routine... ![]()
![]() Since it's Golarion - and no nation need to be exactly a copycat of an real nation in our world's history, I would say it's kinda futile to pinpoint anymore than a few resembles. So sure, Osirion is like Egypt, and Irrisen draws alot from Russion and Slavic folklore, but so does Brevoy. And while both Katapesh and Qadira are influenced by middle-ages Araby, they both differ from one another, one drawming more from north-african and near-east folklore, and the other from Persia and maybe even Babylon. I don't think you could find a legitimate real-world countermeasure to a diabolic empire such as Cheliax, with all do respect to the Spanish Inquisition - and while Absalom reminds me alot of both Constantinople (the city that was famed for never been conquered, even though it was conquered many times) or Jerusalem (both in biblical reference, and as "the jewel of the world", or the holy cradle of monotheistic religions, what could be refer to the whole holy scenery in Jerusalem as the Starstone cathedral) I think it's a little bit of both. But for each nation we could identify as a resembling real-world reference, there at least 2 more that could never quite qualify for the job. I mean, where do you put Geb and Nex ? what about Alkenstar ? Belzken ? Lastwall and Mendev ? Druma ? Nidal ? Razmiran and Kyonin ? there are just too many out-of-this-world nations to even consider the idea. |