The Jester

Disemvowel's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists.


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patnodewf wrote:

I'd like to take a moment and toss out a shameless plug for my form fillable PDF.

You can download a copy from my website: Bad-Ass Bandanna Studios if you'd like. Completely free of charge, but I do plan to have an update for it released (v2.6.2) close to October 1st. It's in the hands of my beta testers currently.

You can always leave feedback for me too. I try to keep an eye on user feedback and bug submissions.

kevin_video wrote:
Fleshgrinder wrote:
Look up Neceros' Pathfinder Character Sheet, his is a fillable PDF that can be saved with the data. It does a lot of self calculation as well.
It does, and it's what we're using right now, but it doesn't have a whole lot of space for explanation of what you've got.
I was in the same boat. So I started my own endeavor to fix this same issue. Hope you like it!

That sheet is AMAZING! My players now use it exclusively.


Thanks people! I played around with Hero Lab, 15 and 20 point buys. No too much of a difference, the extra five points definitely allow a bit of higher specialization without the rest of the stats suffering or being ridiculous.

Probably going with 20. Now, to break the news of switching GMs and adjusting PCs. Can't wait for those emails.


Neverwillibreak wrote:
Your ability arrays as chosen are extremely high. Your cleric, for instance, has a point buy value of 38 points. While rolling is going to give a less uniform distribution of ability score, 38 points is far in excess of most core balance assumptions. For reference, most games are run between 15-25 point buy. If you're not going to use point buy, consider just using 4d6 drop lowest, unless you're deliberately going for a very high-powered campaign.

That is what I am afraid of here, they were allowed to create over-powered PCs. i will not be playing a GMPC, I simply wanted to see the method in action..and wow. I am looking at going for the 15pt buy method, which will hopefully allow each class to shine in its field of expertise.

They are not munchkins, the GM just did not seem to realize the level of power...


The other GM is stepping down and here is an issue I have: heallowed the players to generate PCs using the following method: 4d6, roll 1s over, discard the lowest. Any result under 10 may also be re-rolled. I made a cleric, as an example, under this method. 1st level, human, attributes: 16, 14, 13, 13, 15, 16

Where do these bonuses fall in the scheme of PC power versus a standard, medium tracked campaign? Super Heroes?

I like for players to not have a bonus to every single thing they do, some things just need to be difficult to be meaningful to the story. I also am not a fan of min/max to 'win' D&D. Flaws and hindrances are also to be enjoyed and used in growing the PC.

The players had one session, so no attachment to the PCs yet, but I am leaning in favor of re-doing ability scores.

Advice?


Great ideas, thanks a ton. I was listening to an AP, and while they are not the be-all-end-all of gaming, I feel they do tend to represent a majority of game-style. And the hex crawl was sooooo boring.

BUT! With some of these suggestions, I think I will be okay.


So, what steps did folks take to make the Hex Crawls fun? I began decades ago and am no stranger to HCs, but those were mostly BS and just about killing things. How did you all capture the feeling of exploration, mystery, and wonder? I do not want this to become, "make a check, hmmm...okay 11 dingleberry elves attack you".

Thoughts, please.