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I have been using the past few sessions to run through the subsystems in the GMG with my group. They are currently Level 2, five players. We have had an Influence negotiation with a group of kobolds that had some of the party held hostage (went great), a simultaneous Research and Infiltration taking place over the course of several days (also went great) and a Run Away Chase through a faction headquarters in Kaer Maga that went ... well. The players loved it, I walked away from it feeling it could have been better. We just completed a boss battle against a Hazard and the end result of that is now the party is in an airship plummeting towards the Varisian mountains (Between Kaer Maga and Riddleport). I am designing the airship encounter as a Beat The Clock chase and I have what I think will be a very tense and exciting encounter ... HOWEVER -- There are two obstacles in the chase where if the party gets 6 successes they can short cut around the following obstacle. (For every obstacle they succeed at, the airship's descent is slowed and less damage accrued should it slam into the mountains). MY QUESTION IS -- if you have run a lot of chases in PF2, how may times have you seen PCs critically succeed when the DC is set as Easy or Very Easy for a certain skill? I know part of this has to do with how well optimized a PC is, but assume the PC is at least semi-optimized for that skill roll. Any experiences you can share would be great, there are only two obstacles that have the higher number of successes required/short cut, but this could mean the difference between PCs getting hurt (badly) on one side and a TPK on the other. Thanks for reading
WIth the one-year anniversary quickly approaching for Second Edition and as I look at my 2e shelf which is quickly filling with new books, I thought now would be a good time to ask everyone how they are getting on with 2e. My group spent the first 6 months after PF2's release doing nothing but playtesting builds and the new encounter (combat) design. Every session was a new level and the players could level up an existing PC or create a new one. This made for varying groups each session. I was grateful for the early release of the Monster Building rules as I adopted that very early on and was scaling encounters on a weekly basis. Roughly 2 months ago we started our first campaign for PF2, starting in Kaer Maga. I wanted to wait for the release of the GMG before starting as I knew that would influence Session 0, and it did! We used the Deep Background optional rule and it worked a treat for this style of intrigue-heavy campaign. Having the PCs tied to one another in some fashion made the first session super easy to launch as I didn't have to roll in one PC at a time. The party is just about to get to Level 2 and I'm enjoying the deep-dive through character options. Overall, my impression of 2e is favorable still and thanks to everything being so balanced, designing encounters is a snap. We even had the opportunity for a hostage negotiation during the last session, which I ran using the Influence subsystem, which I ran on the fly, and it worked great! Running it like a combat encounter made it really tense as each side scored; loved it! It also made for some fun roleplay. I've only run into 3 snags thus far in running PF2: SNAG 1. Not every player can use all 3 actions each round, which leads to 'lost actions'. I have implemented a rule which states that if you have an action remaining and make a successful skill check, you can use that knowledge to Aid a party member who hasn't acted yet; this gives them a +2 bonus to one action during their turn. I am finding that the players are more carefully considering their turns now to take advantage of all 3 actions, but we still end up with unused actions now and then. Have any other GMs run into this? How are you handling it at your table? SNAG 2. Even low-level threats, if they critically succeed enough, can drop a party if I'm not careful. I feel like I'm still working out the new action economy and combats tend to be quite lethal until the party can shift things to their advantage. This can make what should be mundane encounters drag on a bit and feel a bit grind-y. If any other GMs have encountered this and come up with a solution, I would love to hear it! SNAG 3. Perhaps the biggest snag I've run across thus-far is the new advancement track/XP rewards for encounters. Overall, they seem low and I feel like the players are a little non-plussed after they fight for their lives to walk out with 15XP lol. The work around I've implemented for this is a bit video-gamey, but it was received with enthusiasm by my players, allows for much greater participation during a session, encourages spending Hero Points, and doesn't seem to be breaking game balance. What I've done is put a reward system in place for things like spending a Hero Point. This XP reward goes to all of the players so they are encouraged to spend Hero Points. Then, even if the re-roll doesn't turn out as well as expected, there is still some sort of reward. This has also sped up combat encounters a LOT because now they aren't hording Hero Points for 'boss level' encounters. I am also awarding XP for successfully exploring new areas and creating synergies: If a player is able to create a synergy for another player to take advantage of, a small modifier is applied to the XP of that enemy; the more synergies that are stacked up in a round, the greater the multiplier. This has encouraged the players to think less in a self-contained bubble, but to think of how other players can use their character abilities in tandem with their own. This has allowed for a slightly faster XP accumulation. How about your game? I would love to hear how other GMs (and players) are getting on with PF2.
Right before we were quarantined here in NYC, the battle cards made it to my FLGS. They are amazing! And huge! And heavy! I am looking for something to store them in, I am not sure a sleeve approach will work since the card set complete is definitely Bulk 1. I guess something like a recipe box that I can add tabs to? I would love to know what you all are using to organize the cards. Also, what is the actual size of a single card? Thanks!
I hope this is the correct forum. I have begun planning my next campaign and it's going to be Braunstein*-inspired. I think PF2 will be the perfect game system to run this in due to the robust Exploration and Downtime modes. Also, Lost Omens has so many great locations to choose from for starting in, as well as ready-made factions. My first thought was "Absalom, obvs" since it's centrally located and has all those factions already at its fingertips. However, I think it may be a bit TOO big/hard to handle, cosmopolitan, and too centrally located. So, what places are a bit more isolated, with harsher conditions? Galt intrigues me because ... well, intrigue! The Five Kings Mountains can also be a fun place to base the campaign around. My second pick would probably be someplace waaay up north in the Saga Lands, where slow decisions could cost you your life.. Numera would be fun, also. Or perhaps a high court in Qadira? Curse you, James Jacobs, for your awesome world!! I can't decide!! So, I ask you, gentle readers --
Thanks in advance for your thoughts! * In case you don't know what I mean by Braunstein-inspired:
Super stoked to pour through the monster creation guidelines for PF2! As I am currently running a playtest of the rules for the next few sessions, I am in need of a boss level encounter for our next session. The party is Level 2, 6-7 PCs. I am looking to design an encounter with a being called the THRENODY OF FATE, based off of this image from Gustave Dore's Rime of the Ancient Mariner, https://drive.google.com/open?id=1lrq7YBDBGLMSl35F9_AaL927y4jao2id I am thinking it will be a 100(ish) XP encounter; somewhere between 100-120XP. It will comprise of three skeleton-based creatures (I've already introduced them to a few low-level skeletons); two of them will play musical instruments that will buff the third one, who will be melee-based, and it will also debuff the PCs; kinda like the Demoralize effect of the Skeleton's skull toss, but more effective. So, here's the scene: the party enters a large chamber and, after appropriate clues have been dropped (such as a room with dead adventurers that have pierced their own eardrums), come face to face with the Threnody of Fate standing upon a dais. The room seems to darken and fill with a chill air as two of the skeletons begin playing a violent, madness-inducing tune. The third draws a bastard sword from its scabbard and charges the party ... How would you design this triple-threat using the guidelines in the PDF? Looking forward to hearing your thoughts!
I had seven players sit in on my inaugural session of PF2 this past Saturday. We played for four hours and had two encounters. The party was Level 1. A bit of background - I finished my last Pathfinder campaign about a year ago; it ran from levels 12-20, plus one Mythic Tier. It was epic and over the top in every way that only high level Pathfinder can be. If you've played high level Pathfinder, then you know of which I speak. It was a glorious mess, indeed! My campaign coincidentally ended just as the 2e playtest began and we eagerly dug into the playtest .... but I ran out of steam about 3/4 of the way through and we left the rest of the playtest and further development to the good people of Paizo. I did get to participate in most of the surveys, though. At that point I was pretty down on 2e. The playtest finishes and as the hype starts for 2e I find myself getting more and more excited by what I am hearing. When the game dropped, I picked up the CRB, GM screen, Bestiary; and preordered that Lost Omens guides, as well as the as-then-very-incomplete Fantasy Grounds ruleset. Flash forward two months, and after reading the rules cover to cover, felt ready to start play testing the various systems to see how they feel. Here are my impressions: The party consisted of a sword and board fighter; bard; monk (stances, no ki), ranger; elementalist sorcerer; cleric, and storm druid. I am VERY PLEASED to announce that the session went GREAT! We had to refer to the rules a few times throughout the session, but by and large, the information in the GM screen was enough to keep the session rolling with virtually no pauses. The first encounter was against two River Drakes while they were in gliders traveling through a massive gorge. The second encounter was against a handful of skeletons. My take aways thus far: 1 - it still feels like Pathfinder! I was secretly dreading that PF2 would end up feeling like 5e with it's veneer of awesome but in fact leading to the most monotonous combats. The 3 action economy really created natural drama and the players quickly learned that the third action is not something to be squandered . 2 - it's a very intuitive ruleset; just about everything I thought felt balanced, really was, without having to check a bunch of math first. 3 - the players absolutely loved feeling like they could do multiple things during an encounter, besides fighting; it didn't take long for them to start utilizing the Delay action to set up synergies within the party based on certain triggers. 4 - as much as I loved the critical failure/success mechanic on paper, it paled compared to the way it played at the table. It created so much drama and excitement, it adds a nice little gambling mechanic to every roll. Overall, the session went super-smooth, even with such a large party, and never dragged once. I'm really looking forward to exploring the rules some more at the next session!
When using a staff, the CRB clearly states: "You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level." (page 592) However, for scrolls, it says: "To Cast a Spell from a scroll, the spell must appear on your spell list." (page 564) Nothing about having the appropriate level to cast the spell on the scroll. Was this intentional, or an oversight? If intentional, does that mean that a caster can cast a higher level spell from a scroll just because it appears on their spell list (Arcane, Divine, Occult, Primal)? Any thoughts on this? Thanks!
After a two-year hiatus from 5e during which I ran a long Pathfinder campaign (set in the Dragon Empires, yeah!), I ran three sessions of 5e for Free RPG Day on Saturday at my FLGS (shout out to Brooklyn Strategist!). I was dismayed to learn that Smite can be used against any creature regardless of alignment (something that really annoyed me about 5e, I had repressed, and then was re-really annoyed with yesterday). First thing yesterday morning I cracked open my Playtest rulebook and was relieved/pleased to see the word evil in the descriptor for the Paladin smite feat. My question: Will Paizo be retaining Smite vs EVIL? Or is it going to be genericized like 5e? Please tell me it's the former! :) Thanks in advance!
After a two-year hiatus from 5e during which I ran a long Pathfinder campaign, I ran three sessions of 5e for Free RPG Day yesterday at my FLGS (shout out to Brooklyn Strategist!). I was dismayed to learn that Smite can be used against any creature regardless of alignment (something that really annoyed me about 5e, I had repressed, and then was re-really annoyed with yesterday). First thing this morning I cracked open my Playtest rulebook and was relieved/pleased to see the word evil in the descriptor for the Paladin smite feat. My question: Will Paizo be retaining Smite vs EVIL? Or is it going to be genericized like 5e? Please tell me it's the former! :) Thanks in advance!
Hi all, According to the CrB, if you have more than 6 players, the APL goes up by one.
According to the CrB, an Average encounter would be CR 13. This seems rather low to me; should I be looking at the APL as higher than 13 due to the large group? I have only run high level Pathfinder once before and it was the end of a campaign final boss fight. Since then I have been playing 5e which has very abstract CR values. So, going back to Pathfinder I want to push the party but not cause a TPK. Would a single CR 16 creature cause a TPK? Any help would be appreciated! Thanks!
Hi there! I am going to be running a high level home-brew Pathfinder campaign set in the Dragon Empires (starting at level 12) and am thinking that I may want to introduce secret goals for each character or groups of characters (I think I will have 6-7 players for this campaign), and am wondering how any fellow GMs out there would introduce them to the players? Ideally I would like the players to have reasons to need to keep them secret and perhaps even be at cross-purposes to the secret or known goals to others in the party. Any thoughts on the subject would be appreciated. Thanks!
Hello good people in Paizo land! It has been quite a while since I've been on these message boards ... since 5e launched, in fact. I have been running a long campaign since then in 5e and it is near to wrapping up. (By near, I mean late October - late November), For my next campaign, I would like to run a high level Asian/Oriental adventure using Pathfinder. Prior to 5e, I had been running Pathfinder since its launch and have most every hardcover book Paizo released up to that point. My question is, have I missed anything critical that I need to add to my library before I start prepping for this new campaign? For core books I have: Core Rules, Ultimate Campaign/Combat/Equipment/Magic, Gamemastery Guide, Advanced Players Guide, Bestiary 1-3. I also have the Dragon Empires Gazetteer. As the new campaign will be focusing heavily on dragons and dragon riding, I will be getting the new dragon book when it comes out as well. I just downloaded any updated pdf's so at least I have one version that's current. If I have missed anything that you feel should be added, I would like to know. Ultimate Intrigue. perhaps?
I would like to run a 1930s pulp rpg campaign -- in movie terms, think Raiders of the Lost Ark, The Phantom, and The Mummy. What would be the best (rules-light, preferred) game system for running it? My first thought is Call of Cthulu, but I do not know if there is anything else out there that would work better. Any thoughts would be appreciated!
I made this clip for a friend today, as he wanted to hear my Mesa Tremoverb doing 'metal'. I did not play any of this, just reamped the guitar DI tracks and did a mini-mix. Unfortunately, the backing track did not allow me to go in and really get things sounding tight, but I think I captured the tone of the Mesa pretty well. Signal chain: Interface > Mogami 1/4" to XLR > Radial PRO RMP re-amp > Lava Clear Connect > Mesa Tremoverb > Randall iso cab w/V30 > Blue Cranberry mic cable feeding back into the interface; no external mic preamps this time, just the crappy interface pre. I tracked each guitar with 2 passes, one using a Sennheiser e609 and then with a Cascade Fat Head II Once ITB, I did some minimal EQ to get them bedded into the mix, added a bit of tape saturation and a Waves One Knob brick wall strapped to the output.
I started sketching out a progressive rock song (for the real prog nerds, it's a Neo-Prog song)a few months ago, and didn't really have time to sit down and start stitching it together until recently. These are the riffs collected so far, and in no particular order or number of repetitions. As there are a few progressive rock fans here, I thought you might enjoy listening to it. It can be streamed for downloaded at a higher resolution here. If you are reading/listening to this and are a musician in the NY area, feel free to drop me a line, as I would like to get this fleshed out and recorded for release. Thanks for listening!
After giving the Mythic Adventures Playtest a good read-through, I cannot help but think that Mythic tiers may just be the thing for very small gaming groups (2-3 PC's) without having to resort to a host of allied NPC's, GM-PC's or gestalt characters. In fact, it quite fits the idea of a mythic story, as most actual myths usually involve a single person's adventures. Thoughts?
Fellow Paizonians, I need your help in crafting my current campaign. The party is very warrior-centric, which is fine, and I am typically throwing higher-than-normal CR encounters at them. However, I would like to run this campaign all the way to level 20. Anyway, the background: one of my players (using the Titan Mauler archetype) has in his background a family-relic weapon called Bloodreaver, which has been lost to his family but is rumoured to bring greatness to his line. I am thinking about letting the sword be found, but is in the possession of a Terrasque (we are setting the campaign in the Lands of the Linnorm Kings). Now, for the setup, I am thinking of this: the party is currently en route to Tien Xia to help out one of the party members (a samurai). Somewhere along the line, the existence of Bloodreaver is confirmed, as is its location, but obviously the party will be too low-level to handle a Terrasque until End Game. My idea: Have the party fight 4 Imperial Dragons and amongst the hoard of each one of these will be a single Orb of Dragonkind. They can then set on a quest to Dominate 4 dragons and use them in their battle against the Terrasque. My biggest worry is that the dragon hoards will give the party too much money at once and will unbalance the game. So, my questions: 1. Given an APL of 20, plus a couple of Dominated dragons, can the party even have a shot at fighting a Terrasque? Remember, they are a warrior-oriented party and will probably NOT have a level-appropriate caster. 2. Does this type of quest sound even remotely exciting? I know that each battle will be VERY epic and am planning on making custom terrain for each of the dragon fights (Imperial as well as Chromatic, and Terrasque).
Hi there, I made my first PFS character not so long ago and played First Steps Part 1. Loved it, had a great time. Played Part 2 this week, and my character was killed dead fairly early in the mod. My question is: can I play Part 3? Or do I have to pick up in a new scenario with my new character? Also, my new character will have a "-2" after my PFS number, correct, as it's my second character? Thanks!
I will be playing in my first Pathfinder Society game this week! The concept I have for my character is to build a Final Fantasy style dragoon. I would like to build a fighter using the Polearm Master archetype and dip into either Ranger or Druid for either an animal companion, or perhaps summon, something like a drake or pseudodragon? Is this a)legal and b)possible? FYI, I am doing this purely for roleplay reasons, not mechanical. Thanks!
I am thinking about starting another Labyrinth Lord/B/X/BECMI game! Here is the flier I designed. Any feedback would be appreciated!
Did anyone else get their advance PDFs for the Shadowlands campaign setting yet? I have started reading the Conversion Guide. After my current campaign wraps up, I really want to run a campaign set in Saemyyr. The setting is a bit too ... how to put this nicely ... persnickety ... in some aspects. For example: whilst I love the fact that money is called different things in different regions, I will NEVER remember all of these trivial details, and the Conversion Guide puts a lot (too much) emphasis on how important these differences are. I play rpg's to get away from stuff like this in real life, not to simulate it all in-game. I haven't come across any typos yet, which is a Plus. Layout-wise, it's very nice, though I think some creative editing would have eliminating a few clunky word-breaks. Minor nitpicks aside, it's a very creative setting and I'm enjoying it very much.
I need help refining a rough idea I have for my current Pathfinder campaign and would welcome any thoughts! SETUP: The party is currently level 2 and consists of
They are currently acting as Guards/Heroes for a trade caravan heading North out of Iceferry towards Turvik. MY IDEA: I had a cool visual idea of the party seeing a full-blown pirate ship on its side outside of Turvik. As they get closer, the Pirate will recognise the ship as one he's had dealings with in the past, perhaps even having worked with some of its crew members in the past. How did the ship get there? They were engaged in a raid against a merchant ship when something happened, and the next thing the crew knew, they were crashing outside of Turvik hundreds of miles away. How will they get out? Well, the crew has an idea: They purchased (at great expense) a scroll of Favorable Wind (From Stormwrack) from a wandering wizard. The plan: Being some 25-30 miles from open water, the crew has devised a plot to repair their ship and fit it with an undercarriage and wheels. If they can get the ship's wizard to copy the scroll, he can cast the spell enough times to push the ship back out to sea. The problem? Their ship's wizard, currently the ONLY caster in Turvik, has gone into a deep depression; after shipwrecking, his spell book has gone missing and he spends all of his time either getting drunk or casting cantrips for coin to purchase drink. This is where the PC's come in. Can they help the pirates rebuild their ship, afix the wheels, and convince the wizard to dry up and help the crew? The population of Turvik would certainly be happy to see this merry band of cutthroats leave for good. ++++ Any and all thoughts on how I can fine-tune this chapter would be appreciated. Any ideas or suggestions? As a player, would you find this fun?
I am starting a new campaign set in the Lands of the Linnorm Kings and I would really like to try my hand at running mounted combats this time round. I have never run a mounted combat in 3.5e and really want to spice up the combats this time with mounts. The party is currently Level 2 and are all warrior-types. Am I reading the rules correctly in the following instances? 1 - The mount moves/attacks on the same initiative segment as its rider 2 - On a character's turn, they use the movement rate of their mount 3 - A character can still take an action that is during their personal movement phase before or after their mount has moved, separate from their mount's action during their joint movement phase 4 - When a character takes damage, they make a Ride check to Stay In Saddle; do they also do this when the mount takes damage? 5 - Can a range-based character's mount move and the ranged attacker still get multiple attacks, or does this fall under the ruling of movement = single ranged attack/round? 6 - Military saddle + armour for mount = Good Things 7 - Amour penalties apply to Ride checks 8 - Can an opponent on foot and without a reach or brace weapon reach someone on a mount? [Assuming: rider is Medium, opponent is Medium; mount is Large; both are on adjacent squares] 9 - Does an opponent on foot with a reach or brace weapon choose whether they are attacking the mount or rider? Or is it automatically assumed they are attacking the mount and it is a "Called Shot" to attack the rider? 10 - Can a rider reach an opponent on foot if they do not have a reach weapon? [Assuming: melee weapon, rider is Medium, opponent is Medium, mount is Large, both are on adjacent squares] ++++ These are my immediate questions. Thanks in advance!
The new vehicle rules have me all kinds of fired up! To the point where I have dreamed up a new set piece I am building for my Pathfinder campaign. The premise: aerial glider combat! This will be a multi-tier clear plexiglass battle mat not too different from an earlier one I had done, but instead of being freefall, this will simulate the swooping, diving, and other acts of derring do possible using the new vehicle rules. Now, the question of what to use as a glider came up. I decided to design and build a set of gliders from scratch. My first one is ready to be cleaned up and painted. You can see the build pics here.
I have been reading through the vehicle rules from Ultimate Combat and am getting all sorts of crazy ideas. My problem, however, is one of scale -- literally. With vehicles either being so large or moving so fast, they cannot be contained in a standard battle mat. I was thinking of doing something like a 1:4 scale, where one square = 20ft. This will effectively make the map 4x larger. If anyone has run a combat using vehicles I would love to hear how you did it!
For the new Pathfinder campaign I am working up, it begins in Osirion. I am thinking of having First Speaker Dahnakrist Phi as a major NPC. Since part of my idea involves one of the party members being unjustly thrown into prison, I am thinking of having Phi use some kind of divination to foresee when people may do things to endanger his political agenda. He then stages events (in the case of the PC, an altercation which will lead to the PC being imprisoned) to change the future. My question is: Is there anything in Osirioni fluff that would make this a bad idea? I have read both the Osirion book and the Osirion entry in the Inner Sea guide and Phi looks like the most likely candidate because I want the antagonist to be a high-ranking official.
I am designing an encounter for my campaign which includes a Treant with the crystal template. The party is 3 members right now, all lvl 12. The crystal template says to apply DR 5/- unless the creature's natural DR is "better". Now, due to the circumstance of this encounter, this Treant is a bit mad, and I am adjusting its alignment from NG to NE. The Treant's natural DR is 10/slashing. Now, here is my concern. Since I shifted the Treant's alignment, I am worried that the party's paladin (level 12) will be able to mop up the floor with this variant (provided she doesn't go blind or get diseased by Brilliant Pestilence first). So, in this case, I am thinking that the 'better' DR would be 5/- not 10/slashing. But I don't want to be unfairly stacking the odds against the party. What do you think?
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