I was brainstorming some ideas for a PF1e game using content from the D&D 3.0/3.5 era, and realized it is not hard to find detailed lists of published D&D modules/adventures, or Dungeon Magazine adventures. And on those, it is not too hard to find recommendations for which might be considered the 'best' or recommended ones. But for d20 compatible stuff, it is a whole different ball game isn't it? I mean, I managed to 'kind of' filter out a list of d20 3pp modules/adventures from RPG.net, so I guess that can be obtained (not sure how complete it might be). But then if you want to look at a short description, a rating or a review, or something along those lines, you need to click each one individually and read through it. And unfortunately they are not sorted by level, so it makes everything a little more complex. With all that being said, and apart from the stuff from Necromancer Games/Frog God Games or PF1e with which I am pretty familiarized, would people have recommendations for non-original D&D but compatible with 3.0/3.5 (I think all or most published under the d20 acronym?) adventures/modules/scenarios/younameits? I am purposefully not looking for AD&D, 2e, 4e or 5e products, because I am wanting to keep conversion to the bare minimum :) Any feedback/opinions are welcome!
Thank you again for the detailed feedback, I will go back to the totality of it when I am back from my workout, but: Azothath wrote: Yes - stuff in the scenario they can use freely but it vapes at the end (The Pathfinder bursar just gives you a bag of gold at the end as your reward, LoL). Yeah, this bugs me for home use, particularly because if I just wanted to 'plug and play' it, I would have to open the magic mart, and I am not a fan. Which means I would have to come up with specific loot/drops for each scenario, and that goes beyond the time investment I can make :/
Azothath wrote:
Ok this is exactly the information I was looking for - thanks! But... You will need to make it simpler for me, because I am not following all of it :DI am not going to run it under PFS for PFS Credit, because I am going to mix it with other non PFS stuff. Now regarding WBL: Azothath wrote: Essentially for a scenario Gold is 0.4*WBL for level+1 and 1/3 level+1 XP with unlimited time between scenarios. Everything is at book price. This means the 'coin' value reward they get at the end of the scenario, is approximately .4 of what they should have when they level up? Which means when they level up they will have approximately 1.2 'standard' WBL. Did I understand correctly? And then they can use it to buy whatever items are commonly available for PFS characters + whatever magic/special items they have in their chronicle sheets, right? So they are not looting stuff from bad guys, since it is not relevant. I mean, you can grab a sword +1 from a bad guy to help you during the scenario, but in the end if you want to keep it, you have to 'buy it' with cash, and only if it is made available for your tier (which it usually is?) - am I getting the gist of it? That is why it feels it will need modification to be used in a home game. Right? Regarding XP, it basically means something like 3 scenarios = 1 level (roughly)?
Hi everyone, I was wondering who has tried this, and what sort of adaptation you have found necessary. On the one hand, it seems most scenarios involve being called into action by the PFS - usually a Venture Captain or something along those lines. And some (not all) of it usually ties in with PFS Factions intrigue, so on and so forth. One can roll with it 'as is' and simply buy into the PFS theme, even perhaps going so far as bringing in Prestige Rewards, Factions, etc. That could work. Or I guess you can simply change the narrative a bit, to exclude all PFS particulars. I guess this is not a huge issue. The main thing giving me pause are the rewards. If I remember correctly (haven't run a PFS scenario in a LONG time), each player is given an X amount of gold at the end of the scenario, and if a magical or special item drops, players can use the earned gold (even if from previous scenarios) to buy that item. So in theory, every player, if they have enough gold, can purchase a copy of the same item or items. Am I correct? This seems to create a 'weird' loot situation, doesn't it? Because the 'drops' are not as relevant or balanced. For example, instead of three potions of healing 'dropping', only one drops, and players can buy as many as they want (don't remember if scenarios limit this). How have others dealt with this? Have you run it 'as is'? Made any modifications? Any input is most welcome :)
Claxon wrote: Strongly implied your view that the only valid way to GM was to run a sandbox game and make the "story"... Maybe I miscommunicated - never meant to say the only valid way to GM was to run a sandbox game and make the "story" completely the prerogative of what your players decide they're interested in. At all. Simply that I am interested in running a game for which I design the world, events therein, places of mystery, intrigues, villains, so on and so forth. And then I want to drop the PCs in that world, and let them explore it with full agency. They are free to decide what content to engage with, and what not to engage with. I don't push them along a 'story arc' or a specific direction. They may decide to help the farm and midway decide they don't want to do it anymore - will that make them loved in the region? Maybe not. Will it allow the kobold incursion to push further and perhaps become more relevant than expected. Sure. They find a crypt, they go in. They take a beating, and decide to move away for greener pastures with whatever amount of loot they managed to amass. Do they return to it in six months? Maybe. Will it have already been cleared by others, or perhaps it grew into something worse than before? Who knows? Maybe it stayed exactly the same. That is the DM (me) deciding the frame of a game he might want to play :) I would be interested in trying a gold as XP approach, and I was wondering how and if I could make it work for PF1e. Thus my request for input form others who might have tried it, or might have some advice on it. That is/was the gist of this thread. As a disclaimer - in spite of some of the patronizing and dismissive remarks I have seen flying around about what people find makes sense or not, I have ran many types of Pathfinder games in my life: APs, standalones, intro adventures, one-shots, attempts at campaigns and sandboxes, was strongly invested in PFS for a while, etc. Never said any of those are bad or wrong, mainly because I do not think they are. I am simply trying to experiment with something different. I welcome people dropping by and saying - 'that does not make sense for me for reasons A, B and C. You should try D, E and F' - but saying it once is enough :)
Warped Savant wrote:
The players would not come up with or decide what is happening in the World - that is the DM's job. The players simply decide what their characters want to do when faced with what is going on around them, as usual :)
Claxon wrote: What you're describing is a type of story usually referred to as "sandbox". Correct. Claxon wrote: It is a valid kind of story, not the only story. Never said it was ;) Claxon wrote:
Agreed on the DM being entitled to define the frame of the game he wants to run. And understood on your preference for railroad-light.
Warped Savant wrote: Being a GM involves coming up with a story... That's actually one of the places where my perspective might differ a bit. For me, the GM’s job isn’t necessarily to come up with a story — it’s to present a world. A coherent, living world full of potential stories, sure — but not one with a pre-written narrative. The story comes from what the players choose to do in that world. In that light, Gold-as-XP doesn’t just serve as a reward — it functions as a kind of pressure valve. It pushes players to interact with the world without the GM needing to constantly “feed” them story. They’ll still find stories — they might stumble into a ruined temple and learn about a forgotten god, or raid a lair and uncover a map to something bigger — but that’s emergent, not authored. So while I don’t think gold-as-XP automatically creates agency or energy, I do think it aligns well with a world-driven approach, where the players push the action and the GM reacts, rather than the other way around. ========== Putting all that aside, I am now pondering what to do with monster XP in this scenario. It would probably need to be drastically reduced.
Warped Savant wrote:
That is fair - I think of it like this: - There’s a world. In that world are ruins, lairs, towers, villains, and strange mysteries. - The players engage with the game. And the game says: you advance by getting treasure. - So, if you want to play, that’s the game — go out into the world and seek gold. - Of course there are rumors and story hooks, but those are signposts, not rails. - Kingdoms have politics, cities have factions, evil schemes are unfolding — all of that exists in the world whether you engage with it or not. - As you explore, interact, and survive, stories happen. Maybe you take down a cult. Maybe you get cursed and want to find the mage who did it. Maybe you build a stronghold, or join a thieves' guild. Or maybe you just die, and the next character walks into the same world — still coherent and alive. So for me, Gold-as-XP isn’t just a progression mechanic — it’s a gameplay philosophy. It creates momentum and gives players a reason to act. They don’t sit around waiting for the GM to hand them a plot — they go out into the world and make their own. Just to be clear — I have nothing against narrative-first games or storytelling systems. I play in one regularly face to face, and I really enjoy it. This isn’t about saying one style is better than another. What I’m exploring here is whether this particular game-first approach — where advancement is tied to treasure, and the world is something to be discovered — can coexist with a system I like, namely PF1e. In other words - can a more emergent, old-school style of play be compatible with a modern, mechanics-rich system like Pathfinder? That’s the question I’m playing with :) Warped Savant wrote:
I’m more inclined to the first option, just because it seems simpler and easier to communicate to the players: You recover loot — you get the XP. Done.Then do whatever you want with it: sell it at half value, keep it, melt it down, equip henchmen, open a general store. Up to you.
I grok do u wrote:
This sounds like an interesting take - you get the XP for retrieving the loot. What you do with it after is up to you. I like it. TxSam88 wrote: If we were to go back to XP=GP, then I'm pretty sure we'd just go murderhobo across the entire game map with no care or reason... all in all, just chaotic evil play everwhere we went. We'll agree to disagree on this and several other things - I play in more than one game in which gold=XP, and there are no murderhobos in any of them. The way I see it, 'murdredhoboing' is more an issue with the players and their view of the game, than any reward system. But again, you have your opinion and I have mine :) fujisempai wrote: Interestingly I recently started playing in a pathfinder game that decided to use wealth by level to determine when we level. Its mostly dungeon crawling. The treasure value gets calculated based on the loot we get out of the dungeon and into town(whether we spend it or not). The dungeon has 20 levels with an access to every level in one place. higher numbered levels have greater challenge and greater rewards.And how has the experience been? I am very curious.
Understood. I feel like my issue lies at a more basal level with the motivations for adventuring. In the days of gold as XP, you would adventure because that is how you progress in the game. It is a fundamental mechanic which dictates the need for constant movement to improve. More 'recent' games give a higher relevance to story and motivation even before you go adventuring. And unless the motivation is 'to adventure', then at a certain point why would you continue? And that places what I sometimes feels to be an onerous responsibility on the DM to keep providing hooks one after the other, to make sure characters (and thus players) are involved and commited. Of course, regardless of the nature of the game, it is expected after a while, if you are playing in a living world, and engaging environment, that your characters will surpass the need to obtain treasure simply to survive, but instead to interact with the world in more meaningful ways - like building a castle, go on a crusade, settle a distant land, build an armada, become a ruler, start a thieves' guild, whatever it might be. But in the 'early levels' of their existence, it is a goal/mechanism unto itself for character improvement. When it is part of the game, as it used to be. Not sure I am explaining myself properly, but that's the gist of it for me. Not saying A is better than B. Simply saying I like the PF1e ruleset, and would like to take it for a spin in this context - might even arrive at the conclusion the PF1e game is really not a good one to use gold as XP with, or the kind of 'adventure game' I have in mind, and that is perfectly fine. But first I need to arrive at that conclusion. So looking for input from others :)
Warped Savant wrote:
I think this nails it down pretty well. I wouldn't expect players to avoid fighting enemies, I think that should always be their prerogative. And I also think more players would already avoid combat if DMs were a little bit more 'by the book' but that is a different conversation ;) But I would like to create an environment which rewards exploration and treasure finding (adventuring, in a nutshell) yes, much more than killing bad guys, or waiting around for plot hooks (which will of course exist nonetheless). Earning XP in accordance to the treasure you find as a game mechanic, could prove an incentive to go around poke your head in dark holes, and explore the actual world around you. On a similar conversation in a different channel, someone suggested perhaps rewards based on exploration - something like you poked around in the wilderness, with its inherent dangers, and you discovered a ruin 'worth exploring' - that in itself could be worth XP. Then you delve in for its riches and treasure if you so desire, or explore some more.
Claxon wrote:
Yeah I am also unsure about my math :) And those are good points: - Mundane loot (equipment, weapons armor and such) if sold, will net half the book cost. Conversely, in older school games (as an example) one would not even consider picking up a fallen enemy's longsword to sell. I don't think it was simply done. I have also been playing some AD&D games recently and it is not a thing. Bottom line, maybe you can grab mundane equipment to gear yourself, but maybe selling it should be 'ignored'. Otherwise they could perhaps count as 1/2 WBL XP; - Consumables... Another good point. Perhaps they could count as (WBL) XP when you first grab them, and that is it. Matthew Downie wrote:
Yep, yep. I can see mundane items probably need to be removed from the equation, or valued at half cost/half WBL XP. Makes sense. And agreed, this is not aimed at Adventure Paths at all - I won't go into what constitutes a Campaign or a story, because each person has their own perception and preferences about it. But yeah, this would be geared toward an 'open' game (you can call it a sandbox if you will), lots of player agency, and very little in the way of rails. Thus less limited in the way that 'if players arrive at this part of the AP with level 10 instead of level 7, it will be a cake walk for them', but more toward exploration and adventuring. Azothath wrote: your methodology is more stream of consciousness than an actual formula or process. Now that you have the information give it another shot. Transfer the data to a spreadsheet like LibreOffice Calc & tinker away. Never claimed to have any sort of formula. Agreed this needs to be further digested. Love me some spreadsheets.
This whole subject has a lot of ramifications and can take us down a rabbit hole of playstyles and adequacy, etc. I am perfectly ok doing that exercise, and I am sure we will get there later on. And yes, I do know about milestone XP, and have been using it for many, many years ;) But for now suffice it to say I am considering the possibility of putting this into practice (gold as XP), probably coupled with a dramatic reduction in monster XP value. I read on the www someone suggesting the use of the WBL values to 'measure' measure the amount of loot/gold a character would need to level up, and I found the idea simple and interesting. A quick look at the WBL shows that a character going from level 2 to level 3, should experience a gain of about 2000gp, so I decided to look at a 'golden oldie' - Crown of the Kobold King. I crunched some numbers on the full amount of available treasure, and arrived at a total value of around 50 to 60k gold pieces, accounting for treasure and magical items. Meaning, if the group is made of 4-6 level 2 characters as recommended (WBL 1000gp), and they recover.... Let's say 50% of the treasure (25-30k), then each character's share would be approximately 4166 to 5000 gold pieces (6 characters), and be extremely close to the threshold of level 4. Or 6250 to 7500 gold pieces (4 characters), and be well over that threshold. And none of this includes monster XP. Has anyone ever done a similar exercise? Is my math too 'off'? What were your own conclusions? Of course there are several variables here - maybe 50% is not the most appropriate percentage of loot accrued by most groups, could be higher or lower. But conversely, maybe it means you can play with bigger parties? That might make the module 'as-is' a cakewalk for a larger group. Curious about other people's thoughts on this, if any. Cheers!
I added some more background info on Thark, and an image ;) Notes on Background: Nothing has ever been easy in Thark's life - having long lived along the southern border of Brevoy, existence has been hard for him and his family, but through hunting, trapping, trading, and coaxing crops from the freezing earth, they have learned how to survive on the rugged frontier. Being so far north, winters are long and harsh. The short spring and summer seasons require the populace to farm and fish just enough to keep food on the table. So, much like many other peasant families, for many years his life consisted of working the small farm from dawn to dusk, and every once in a while visiting the local tavern in the evening with his father. During the winter when the farming could not be done, then the household chores filled his days - together with his two younger sisters he helped his mother and father as best as they could. He was taught this existence would always be his best option - living simply, supporting his family, and avoid the notice of the nobles. Farm work made him strong as an ox, and as resilient as can be - from a nearby neighbor who served briefly in the Crusade, but who was wounded and could not fight anymore, Thark got his first weapons and armor - a reward for a day he encountered the man's family wagon fallen on its side, while they were beset by wolves. The boy's courage drove the wolves away, even if he sported many wounds in the process. To pay for it, Alagran offered him an old armor, weapon and shield. His father was not happy about it initially, but recognized the importance of being able to handle oneself, and as long as Thark did not fail his family or his chores, he did not forbid him to learn how to fight from Alagran. In the far northeastern reaches of Avistan, the land and its people become harsh and unforgiving, so Thark is a product of his upbringing - he would do anything for his family and land, and that is why he is willing to step forward now, when there is an actual chance to make a difference. With a grim set visage, among tears from his mother, excitement from his sisters, and a stoic acceptance from his father, he grabbed what meager possessions they could spare him for this journey and set off. Even if wearing another man's armor and wielding a weapon he does not master, this is nothing new for him. Why would things be easy this time?
Adding a basic crunch to go along with the basic background I posted before - I went with a simple sword and shield fighter. Seems like a good way to better learn the PF2e ropes :) Thark:
Thark Human fighter 1 CG, Medium, Human, Humanoid Heritage versatile heritage Background warrior Perception +6 Languages Common, Draconic Skills Athletics +7, Intimidation +3, Medicine +4, Society +3, Survival +4, Warfare Lore +3 Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10 (+0) Items chain mail, flail, purse (8 gp, 2 sp) -------------------- AC 18; Fort +8; Ref +6; Will +4 HP 22 Attack of Opportunity [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. -------------------- Speed 25 feet Melee [1] flail +9 (disarm, sweep, trip), Damage 1d6+4 B Ancestry Feats Natural Ambition Class Feats Power Attack, Reactive Shield General Feats Shield Block, Toughness Skill Feats Intimidating Glare Other Abilities shield block Still need to add remaining gear, and fluff details.
I don’t have much experience with 2e, but simply cannot pass up an opportunity to play Kingmaker :D Planning on going with something simple - a Fighter! Fighters have always been my favorite in all Fantasy RPG I have ever played, and I hear good things about how PF2e has approached the class, so it seems like a great opportunity. No idea on what kind of crunch I will go with, but I am envisioning a man returning home after having been away, and welcoming the opportunity to make a difference in the Stolen Lands (maybe that can be the reason he came back in the first place). I see him as having family ties in the region, so personal stakes in the whole thing. I see him as grim and hardened, perhaps somewhat even callous at the onset of it all, which only means he has more room to grow. Of course this is a work in progress, so I will keep updating as I go.
Elf Wizard
Trevor0828 wrote:
:/ Trevor0828 wrote: Caulky and Owlbear are not actual crew, and generally unapproachable. They are not able to be influenced except as special events. Hmmmm, I am choosing all the right ones :P Trevor0828 wrote: Btw, Helgash, as the cook's mate, you have more freedom to move about, so your daytime actions are slightly modified. For instance, Shop and Shirk do not impose a -2 penalty on you. Trevor0828 wrote: Also, as long as Helgash makes an honest effort to assist Kroop, he will become helpful after several days, so no real need to "influence" him. Good to know! Well, in that case Helgash will attempt to influence Barefoot Samms Toppin. As he moves around during the day, Helgash is drawn by his curiosity regarding the bare footed woman, so he pays more attention to her, and to what is said about her amidst the rest of the crew. Diplomacy to gather info: 1d20 + 3 ⇒ (17) + 3 = 20 At night, and after tapping his foot to Ioney's performance, and complimenting him with a thumbs up, he decides to approach her. Then Sense Motive, right?: 1d20 + 5 ⇒ (11) + 5 = 16 ----------------- Last but not least, if Helgash spots this, he will try to prevent Nivian from stealing anything, because it will turn out bad for him for sure... Nivian Mazu wrote: If the cook is out cold drunk, I'd like to check the kitchen. I'm quite certain there'd be a few knives that would not be missed and could function as daggers if need be. Should we roll late-night actions simultaneous with the evening ones or will that be a separate go afterwards?
Elf Wizard
Trevor0828 wrote:
Well then.... Helgash is curious about “Caulky” Tarroon :D Trevor0828 wrote: Btw, Helgash, as the cook's mate, you have more freedom to move about, so your daytime actions are slightly modified. For instance, Shop and Shirk do not impose a -2 penalty on you. Duly noted for tomorrow!
Thank you Gisher! And thank you everyone for the insightful advice! For now I will go the 18Dex 14Str Gravity Weapon Hunted Shot archery route + AC at level 2 (this is actually more for story reasons). Will see if it is worth it at all to resort to drawing a melee weapon, or simply stepping back (or moving away). I also like the idea of the switch hitter for the coolness of it, so I wll see how much it gimps me to try and go toe to toe in melee when some bad guy engages me. Will probably wield either a light mace or a shortsword in these situations. And keep a few throwing knives in my belt. And then I will come back to report! :D
Thanks a lot for so much valuable input from everyone - it definitely is giving me a better understanding of the available options and tactics! I would love to have a 18Dex/16Str, but really am not able to stretch my Ability Scores that much :) I have currently for my Half-Orc Ranger: STR 14 (+2 lvl1 +2 Ancestry)
Half-Orc Ancestry (for Low Light Vision).
Is there any way to improve on those stats?
---------- From what I have read, perhaps I could go (assuming the worst possible scenario without any preparation): If enemy is further than 30'
If enemy stays further than 30'
If enemy closes to less than 30'
If enemy closes to less than 30' and I cannot move away more than 30'
If engaged in melee
Next round
Would these kinda be my options?
Hi everyone, I am an almost complete PF2E noob about to play a Ranger with an Animal Companion. And my question is exactly as the title says - I have taken Precision, Gravity Weapon and Hunted Shot. STR14 and DEX16. At level 2 I will grab an Animal Companion, and the feats to improve him as we go. With this kind of setup, if a ‘normal’ enemy (not a BBEG) moves up into close quarters with me, I draw a morningstar and a shield and go to town with him. How well will I fare? Apologies if the question seems absurd, but I am just trying to get a feel for the relative power levels in PF2 :) Thank you in advance for any feedback! Cheers,
Elf Wizard
Edeldhur ponders if he should use more powerful magic, but is hesitant as a burst of flame could destroy most of the contents of the room. Very curious about the research which was taking place here, he opts for a simpler spell. Acid Splash, ranged touch: 1d20 + 4 ⇒ (18) + 4 = 22
I am assuming these are just 'regular' skeletons - has anyone rolled knowledge for them yet? If not: Reigion (untrained): 1d20 + 4 ⇒ (19) + 4 = 23
Elf Wizard
Edeldhur shares his findings with his companions, then follows after them. Guys we already have a token or two, right? I looked in Roll20 and the marching order looks good - Edeldhur in the middle of the group :) Let us hope your mule has not been eaten by some unseen monstrosity when we return Arthdane :P |