Menthen Jagaro

Felixus Deonus's page

71 posts. Alias of John Whyte.




Hi there,

This week I got an email saying $15 had been applied to my account in store credit, I was going to spend it with Order 7444241, but I couldn't see any option to do so? I'm not sure if it happens automatically before my card is charged or if I made a mistake in the process?


Hi there,

I signed up for an adventure path subscription - Order 5163543 - however I'm sure I selected it to start with Volume 1 of the Return of the Runelords path. But my confirmation email suggests it will start with book 6 of the prior AP. Could you get that changed?


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I wasn't sure if this feedback was due here, or elsewhere. I'm struggling to find the motivation to run the playtest. When it was announced I was dead keen, I've teased the countdown clock to my players (both in Entombed with the Pharaohs, and I ran the theme across my Legacy of Fire Campaign, which ended suddenly with a TPK). So I was really excited to get some answers. However I'm struggling to find motivation for three reasons

1) The explanation for the countdown timer is disappointing. "Some wizard made a portal to bring the dominion of the black here, go stop it". I was hoping for something more awesome.

2) The scenarios (I'll come to some exceptions) are boring. We have
- A 12 room dungeon crawl
- A linear outdoor trip with a 7 room dungeon
- A multi wave attack on a house
- An assault on a fortress
- A meatgrinder
- An infiltration
- A boss battle

They are not all bad. The mirrored moon has a neat subsystem that will reward savvy play. Whilst I can see some players might like the 'sword of doom' the meatgrinder brings, my players will not. A lot of the scenarios feel like they are scripted encounter, followed by scripted encounter, and there isn't anything the players can do other than 'have the next combat'.

3) My big problem here is I'm really struggling to see how the new system is meant to shine in these scenarios. I love Pathfinder for its modularity and customization. I deeply appreciate I can scale up encounters by slapping some class levels on monsters. I have loved Paizo's adventures because they frequently put players in new situations, with combats where the players have to adjust. For example in the end of eternity there is a Brass Ram monster built to just bolt out of combat (but which the players want to kill), and also a ship combat (where the rules for casting, or moving on a ship kick in).

Very few of the combats in the adventure have anything so cool. I will call out the final battle, where you are trying to disarm a complex trap and complete the battle, that is pretty neat. But zeroing in on Affair at Sombrefell hall, the player's only defensive option is to barricade the door, which gives them three rounds warning to take up defensive positions (which strangely enough could also be achieved by taking up defensive positions initially). There is a chandelier that can be dropped (but no rules for the enemies trying to drop it). The other waves of monsters just 'get in'.

I'm not sure what the new system is trying to do / show off. None of them see to try and showcase why resonance or other new features are awesome. Red Flags comes the closest, as infiltration has sometimes gone horribly wrong in PF1.

I'll try to tack this another way, a number of Lamentations of the Flame Princess adventures don't translate into 3.X or 5e adventures. Rather they show off the weird side of their world. They rely on DM adjudication. And they stress how life is cheap and you shouldn't be attached to your character. They show off what the publishers think are the strengths of the system.
Likewise 5e hardback adventures can show off the strengths of 5e, where combat/monsters are frequently something to be avoided at low levels. Where basic combat is abstracted enough to move quickly and rarely require a grid.
I read the playtest adventure and rules and I'm not sure what it's trying to do. What stories will it help me tell better as a DM over other systems out there?

I"ll try to join in the playtest as actual testing data is important. But it is hard for me to sum up the enthusiasm for the following three reasons. I'm not excited about the plot presented, I feel most the scenarios are boring, and I'm not sure what PF2 is trying to achieve.


Hi there,

Can I cancel order 5089286 mostly as I thought I was buying my own birthday gift this year, but my wife thought differently. Yes it is a bad reason, I know and I'm sorry.

John


Greetings

I have a number of Paizo pawns from four different sets.

I'm after some way to organise them. Frequently I am after a generic ish pawn Town guard / undead / Demon and I'm looking for a best fit. Rifling through a jumbled two boxes isn't working.

The large monsters I have put into card sleeve folders. However I find that the medium and small monsters fall out of these far too easily. I still have no idea what to do about the gargantuan creatures.

I'm keen to hear easier suggestions for storing and retrieving them.


So last night my campaign ended early as the players clobbered to bbeg when he was meant to escape. The party was 5th level.

That's all good. The Ranger had for fairly good roleplaying reasons a pseudodragon as her animal companion.

2 players wanted to get new characters so the campaign concluded there.

The next campaign is set 15 years in the future dealing with some side quest issues and players have chosen new characters, except for the Ranger who wants to keep her character. She's happy to drop back to our starting level of level 2. She's got a good concept of what has happened in the 15 years and she really really wants to keep the pseudodragon.

Whilst fine my bigger concern is the other players. Classes of bard, rogue, and investigator. The Ranger is going to get her animal companion earlier and it's a better companion than usual.
What benefits would you suggest offering the other pcs for equal coolness/power level? Extra gold? Of what value? Additional extracts per day? Something else?


Please discuss the shortcomings of your DM an anything else you wish to do so here :)


The Orphanage was supposed to be a few hours walk out of Falcon's Hollow. That's what the locals said.

And perhaps years ago, when the path was well worn it might have been. But now it was overgrown with brambles, diverted into dead ends, vanished out of sight, and did all it could do to ensure it did not reach the Orphanage.

The Orphanage of Mother Comfort is what the fading sign above the porch now read. And that is who had run it. Mother Comfort had opened this establishment when she was younger, taking in Orphans, mostly those unfortunate children who had been left alive by goblin raids. The ones who were dead were in some ways luckier, they didn't have to worry about the nightmares, learning to use only one hand, or have to check under the bed every night for goblins.

Mother Comfort had run this establishment until her death, almost a decade ago. The locals at Falcon's Hollow didn't want to say much, they had said there was a terrible accident, and there had been a fire and mother comfort had not survived. The local priest had taken over the orphanage, but Othelia's name was not in his record book, nor her description, so perhaps she had been adopted from Mother Comfort.

The Orphanage is derelict now. It would be roughly 60ft by 80ft. On the western side is a large main porch, this porch has been raided for wood at some stage and is now just a collection of structural supports. There is a door, and two windows that would have opened up onto the porch, but these are both boarded up.

The house is two stories, and judging by the roof may contain an attic. It is grand enough to certainly contain a cellar.

Looking at it, the north western side on the second story is obviously firedamaged. Some of the wood is obviously charred standing from the outside. Several of the boards have fallen inwards, revealing a black weeping wound on this dark structure.

Overgrown gorse is growing up around the house.

The entire place has an eerie feel, and if it isn't haunted the entire party can see why there are stories about it being so.


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Hi all,

I'm an IRL dm who wants to try to learn the ropes on pbf. I've fear and read and the advice is start small, complete what you start. In looking at my (far too many) plot hooks there is an orphanage from Paizos Undead Unleashed that I think is interesting enough and fits the bill.

This is a short dungeon crawl for 4 players of third level. The orphanage is in the country and abandoned and known to be haunted. I'd suggest 1 player had a sister who was sent there and you want to know what happened to her. The other players have some other connection or are just friends.

I'm wanting to run this to learn the ropes of pbf. I generally prefer to dm to playing. I'm committed to posting every day til all PCs are dead or out of the house. ☺

I'd like at least 1 old hand to play and no doubt answer my silly questions.

20pt point buy, core races only, no summoners, Paizo stuff only. This is not a hard crawl so dont feel you have to spend longer on your character than we will playing. I'm hoping to get some...victims... within a week, and I suspect this will conclude quickly, I suspect it would take an hour IRL.

One thing I should mention, the themes in this orphanage are pretty mature. As a parent it's a little haunting and I know Im insensitive that sort of thing in fiction.

Hopefully I enjoy the style and can move onto longer games.


Hi there,

The swashbuckler Parry & Reposte Rules are

Opportune Parry and Riposte (Ex) : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

My question is, if the creature is smaller than the swashbuckler does this give a +2 to hit? I ask this as usually if one size category in one direction gives a minus, the other gives a plus.


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