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![]() My 2 cents based on my BB experience: -Add the halfling race
Easy breezy lemon sqeezy ![]()
![]() E6 is a good resource for sure. IMHO (an I've been playing since 1984), anything beyond 5 or 6 gets into the super human realm and is not my cup of tea. I had forgotten about the transition guide. Also my players use the Hero Lab Starter Edition (free and only goes to lvl 5) I was just curious if Paizo had done any market research about BB players. ![]()
![]() I have been making 'One Page Adventures' using Dyson Logos's fantastic dungeon maps for use with the PFBB. My latest is a Lvl 2-3 adventure called the Lair of the Serpent Lord. My other adventures include: The Mines of Kazak Kuln
I also made an adventure for Ruins of Raven's Watch. PM me your email if you want a PDF Copy. For more of Dyson's awesome maps, visit http://rpgcharacters.wordpress.com/ ![]()
![]() If you want them to go in a certain direction, have something they value stolen from them, then let them chase it down. If they stall and argue, throw a wandering monster at them, something with a higher CR that is hard to kill. Give them a way out like a porticus they can drop behind them in a dungeon, or a waterfall they can leap off of outdoors. Punish them when they get indecisive, but always give them a painful way out. Above all, make it memorable. ![]()
![]() I assume you are playing Black Fangs dungeon? If so, add an extra goblin in room 2 and 8 and an extra skeleton in room 9. Add a zombie hanging in the webs to room 5, and a skeleton to rise out of the water in room 7. Blackfang is tough enough as it is. Those additions should make your 5 player adventure a bit tougher. As a rule of thumb, you can adjust the encounters for 5 players by just increasing the XP of the encounters by 20%. ![]()
![]() For starting attitude, I would just go indifferent as most merchants are neither your friend or foe. If the merchant was a con artist then maybe Unfriendly. A Dwarf conducting business with an Elf would also be unfriendly or worse. If the characters have a good reputation in the town, maybe the merchant would be friendly, or even helpful in the event the players did something heroic for the merchant like rescue them. ![]()
![]() There are crunchy rules for this on the PDR, but for PFBB I would do the following house rule. Equipment prices listed are in the GMG and HH are retail. A merchant will rarely pay full price for merchandise and will usually offer to buy for 50% of the retail price, so I would make that the default that a merchant would offer to buy. Obviously a merchant would want to sell something at 100%. Next I would go with a Diplomacy check vs the starting attitude of the merchant (based on past relationship with the merchant). Success would alter the price +/- 25% based on if the character was selling or buying. A critical success would grant +/- 50%. Failure would result in no price change, failure by 5 or more would worsen the merchant's disposition (PG 36 HH) for future negotiations. ![]()
![]() I know this topic has been discussed before on other message boards to great extent, but I would like to open it up to those who love the BB and don't really want to move on to the core rule book (for whatever reasons they have). It looks like Paizo is not going to offer an expansion BB for lvls 6-10 and I don't have a problem with that. I have read the arguments regarding it. I don't want to debate it, I just want to discuss an option to the following question. The Question: My group wants to keep playing BB but what do we do after lvl 5? After reading the E6 variant of D&D 3e, I feel that it could be easily applied to the BB, perhaps called P5 or something. If you haven't read up on E6, then do so and come back to my post and join in the discussion. I'd like to hear what you have to say. Google D&D e6. In its simplest terms, once characters get to Lvl 5, they remain there and gain another feat for every 6000 xp they attain. Hit points and the number of spells you can learn remain the same (unless you choose toughness feat for +3 hp). At lvl 5, they are already mighty heroes in their own right. Groups of orcs still pose a problem, and they remain mortally tied to their 5 hit die. CR 5 Manticores that can eat a whole village should always remain a challange, even for the most seasoned hero. If you want more monsters, go buy a Bestiary and use any monster CR8 or less. After awhile, they may even be able to take on a CR10. Your players will rely more on their wits and less on +5 broadswords. As your players continue to adventure, their characters will still improve. Skills can be upgraded through Skill Focus, new combat maneuvers can be learned, and magical prowess can improve. If your Wizard and Cleric players want more, allow them to begin crafting scrolls and potions at their gp cost of the scroll/potion listed on pg 51-53, followed by a Spellcraft DC check of 15 + spell level. I hope this helps. ![]()
![]() Forgive me if this has already been addressed, but I failed to find it in any of my searches in the Beginner Box Forum. I have a rather impetuous dwarven barbarian in my group who loves to intimidate people. How should I handle a skill check for intimidation as the PBB does not have this skill listed? Charisma check (d20+modifier vs difficulty)? Bluff check (ie he isn't really going to pummel the kobold to death but is threatening to)? or Diplomacy check(ie he really will crush the kobolds little skull like a walnut if he doesn't tell him what he wants to know)? Please help ![]()
![]() Ah yes, thanks Shin, I found it in the PRD. Quote: Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.
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![]() Last night one of the players shot me an awkward look when I told him that he could not make Knowledge Dungeoneering check on some important questions in the game because he was untrained in a Knowledge skill. I can understand this rule for Knowledge Arcana and Spellcraft, but is there a rule for making checks on untrained knowledge skills, like a -4 modifier of something? |