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![]() This sounds great. I was in a campaign that died before it started with an eldritch archer character. I immediately went to make a PFS version of the character only to discover that eldritch archer was not PFS legal. So, yes, I would like to play an elven eldritch archer. I assume that we are otherwise going with PFS rules (20 point buy, 150 gp...) If she is a lot of fun, I might use some credit and build a PFS replacement with some combination of myrmidarch magus, arrowsong minstrel and arcane archer. ![]()
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![]() My daughter's problem is, really, adult levels of tension/drama. If she has to stop the goblins from killing the cute dog (RotRL) and she fails then she will cry. 'Defeating' a silly monster that's obviously not real is fine and fun. Doing it to save the rainbow bridge that delivers fresh fruit to fairytown is also fun. Killing a desperate, starving brigand who was turned off his land by a greedy lord, because he is causing our friends to starve in the village because traffic over the old bridge is drying up, that is not fun. Some things you can dress differently, as in my example above, but, for instance, digging through the crime scene at a sawmill where someone was murdered is not easy to 'lighten'. A plague which is arbitrarily killing hundreds, perhaps thousands, and has been spread by vile cultists, is also difficult to re-skin. And that's just the first two post-Dungeon APs. ![]()
![]() LightSide wrote:
Yes, we are using the BB. 1. The adventure-finder has not been that useful, and all of the one-on-one adventures published under that name have not been kid friendly. 2. I tried that. She did not like having her character escorted around by an army of dad-bots. 3. I have Into the Feyweald and the Basic Paths, plus the BB adventures in various Wayfinders. I am trying to save some for when my daughter manages to rope in a few friends (post-pandemic). Trail of the Apprentice looks interesting. ![]()
![]() rorek55 wrote: 2. Direction. Sandbox/openworld is all well and good, especially in an in person game, but I've noticed that PbP games where the GM has a more "hands off" touch, seem to struggle at times. Especially when you spend 1-2 weeks trying to hash out what you are going to do, not to mention actually starting and doing it. A small bit of rail-roading is healthy in PbP IMO to move things along or help direct a group. This is something I have struggled with as a PbP GM. digression: My instinct is to be hands-off but that can really lead to PbP drifting into nothing.
I have one module where I ended up losing two players and we had drifted so much that the only way to get things back on track was to GM PC one of the characters (and a motivated player took over another) so that the smaller, focussed group could drive the action forwards with the help of a more momentum-building approach to GMing. This doesn't mean chasing the next plot-point: my best GMing experience on the boards was the Feast of Ravenmoor, which involved a lengthy exploration of the activities at the titular feast and lots of PCs getting to know colourful locals. One thing I often do now is anticipate a difficult choice by applying the 'rule of two' (the first choice that two characters agree on is what the group will do). Also, in a dungeon-crawl, when the PCs hit the empty-side-room-with-a-hidden-treasure, I just roll their perception treks and tell them 'you search the closet and find...' In fact, in almost any case where the whole party has to roll a perception/initiative/save, I just roll them. ![]()
![]() Unorthodox questions. 1. If you're relatively new to pbp, what drew you in? And what makes you think you can stay the course for 2-3 years or longer that it takes for an AP? I am not new to pbp. 2. If you've been on the site playing for a year or so and are in a handful of games but haven't been playing pbp for multiple years, why do you think games fail? And why do people leave? I'm in category three but I still think I know the answer to this: real life gets in the way. 3 if you're a long time player and you know what it takes for a successful game why do you quit an AP? What keeps you 'into it'? I think the key things is both players (including the GM) and characters that work together. The last AP I left was a Curse of the Crimson Throne campaign. The players were great but the other characters were evil/selfish types. I don't like playing that kind of game and had invested a lot into creating my PC. She achieved her aim (rescuing her adopted son) and then left the adventure. I turned her and her son into PFS characters because I wanted to keep on playing them. In my longest running game (that reached book 5 of Kingmaker) we all enjoyed discussing and goofing in the comments together (by the end, we were making throwback comments to events from years earlier) and had found a way to gel our various characters. It probably helped that we had common goals and a common vision for what we wanted our kingdom to become. We also had a neat mix of very straight characters (our paladin and cleric) and characters who could goof at times (our ranger, mostly). 4. Finally look over your inactive games if you've applied for a lot and end up quiting or it fails ...why? In other words if there's a huge amount of inactive games whether started by you or applied for by you and there's very little played or finished...why? I'm not in this category either but I have thoughts. I have a long list of inactive games because I have played a lot of PFS scenarios to their conclusion. Looking at homebrew, I have played some great little campaigns that reached a conclusion but sometimes that conclusion was inspired by the GM's need to reduce/end their time GMing PbP. With APs, I have played in a few where the GM has just run out of time/energy/whatever and decided to call it quits.
My overwhelming experience is that the GM does the most work, has the most pressure and is the hardest to replace. I have GMed modules on the boards and that is much harder work than being a player. When PbP games fail, it tends to be because the GM has IRL reaons why they cannot commit the necessary time to the game. Players can leave and be replaced, usually for the same IRL reasons, but the GM is the key. ![]()
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![]() A. Seren Elberion
Seren is an elf who survived her experience of blight-burn but her process of healing, both physical and mental, involved living on the border between wilderness and civilisation, able to flee from or to either at a moment. She lives on the outskirts of Phaendar but comes into the village once or twice a week to trade and talk with her few friends. Over the past few years her trips to Phaendar have become more recent, she has lingered a little longer and she has come at busier times.
I like the idea of an elven archer/caster who has made most of her recovery and is just reaching the point where she wants to spend more time with other people and kind of reconnect with the world. I can picture her either as the eldritch archer, in which case she would be a weaver and dyer who creates strange and wonderful cloths, or an arrowsong minstrel, in that case she would write songs and music. Her blightburn is across her back but it is huge, covering most of the flesh on the back of her torso and creeping up around her neck to be visible to the outside world. Part of her herb garden is set aside for medicinal plants that make a paste which soothes the pains she still gets from the blightburn, all these years later. I like both ideas enough, and they are close enough, that I would probably take a look at the rest of the group and then decide whether the party needs more of a buffer/face or a knowledge/self-buffer. ![]()
![]() The Elberion is just for me to mark them all as my characters, really. Head-canon is that there's an old retired pathfinder who gives his name to his pet projects. There are 8 Elberions in the society at the moment and they are a pretty diverse bunch. I will soon add and android who was crafted on another planet, so definitely not blood-relatives. As for the Samsaran, I had some kind of screw-up where my 01 went unused (and had my name). It happened to a bunch of people and at some point it was fixed so that you could change the name of an unused 01. That's when I made her. My real first PFS character is Mylvwara. For years, she was my only PFS PC. I have only every played PFS on the boards. ![]()
![]() EbonFist wrote:
Cheers, Ebonfist. It's Quensha 3812-1 no day job![]()
![]() I am thinking of applying with an eldritch archer (a magus version of an arcane archer). Would you allow her to have a pseudodragon familiar using improved familiar?
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![]() So, you can make AoOs at a big range. This sounds like it’s best use would be shutting down casters. I suppose if you had a decent dex bonus and won initiative then you could tear into an approaching enemy. Making a bunch of attacks (at your highest bonus). It would probably work best if you used AoOs to make combat manoeuvres or had that feat to Vital Strike with AoOs. ![]()
![]() I don't get it. On the main streets, there is an intersection. That intersection has a hard-to-spot trap. So, the first time they hit an intersection, they fight an elemental. The channels (not canals) would look like drainage until you got close enough to examine them (and triggered the trap, according to the module). The module gives a DC30 check to spot the trap. Boosting the DC by 3 to reflect that the PCs are 4 levels higher than the module expects seems underwhelming. I would go for DC40 and a Greater Fire Elemental. ![]()
![]() Adonara Strixis wrote:
I did not think about that. I just thought I read that it was flooded and assumed we would need to dive. Is there any way to check? We're not on the clock here so maybe we could enter the lower level and then see how things are. Where is the entrance? ![]()
![]() Well, now that's just confusing. Why is the rule in place? What melee weapon abilities cannot be applied to unarmed strikes? It just looks like plain-English RAW to me, but I have just looked over them and a load of the abilities say 'melee weapon only'. It looks like RAW you can only apply generic enchantments like flaming or holy which have no restrictions in the text. ![]()
![]() Apologies for the thread resurrection but I am a little confused. Amulet of Mighty Fists says...
AoMF rules wrote:
Italics mine. And Ghost Touch says...
ghost touch rules wrote:
So, it looks like an Amulet of Mighty Fists cannot be ghost touch. Am I missing something? |