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James Jacobs wrote: There will be some spoilers between the two. How many... is hard to say since we're still building the APs, but we're trying to keep each AP self-contained, so as a result, any spoilers should be minor. Minor works for me. Thanks for the reply. Turin the Mad wrote: One wonders if there is the possibility to have the culmination / "Chapter 7" for each AP to feature the victors throwing down against each other. ;) The other GM and I have already joked about once both APs are done having the two groups fight against each other. Of course everyone except for the two GMs would have a character on each side, so it might be odd fighting against your own character. ![]()
If two different GM's run these APs, will they be able to play in one without knowing major spoilers? To be more specific, lets say I run Hells Rebels, can I play in Hells Vengeance without knowing anything more than I would know if I was just a player in both APs? In my group we have two guys that GM and we take turns with APs, one book then its the other guy's turn. So we are talking about one of us run Hells Rebels and the other run Hells Vengeance. And we only do one book at a time before switching off to the other game. I know you lose some story when breaking up an AP like that, but it prevents one person getting burnt out on being the GM. ![]()
My players beat the Chelish fleet. The rules are so simple that it is left to the dice in many respects. The fight started out pretty even, but then the Chelish squads failed some moral checks. Once that happened the fleet was behind the curve compared to the players and went down pretty easily. My players said that they all enjoyed it. I did give them an extra two squadrons to help out, but that was all. We are almost to Bonefist now. The fights in the sea cave are mainly pretty easy. But it is not the fights that are supposed to be hard, its the fact that there is an invasion force up above. So sure the PCs could find a sneaky place to sleep, but the invasion is only happening once so they do not have the option to sleep. Which makes the difficult part of the sea caves, resource management. ![]()
Damocles Guile wrote: Also, don't neglect your crew - with 20-40 pirates aboard ship there should always be plenty of redshirts available to step up and take one for the team. Redshirt jokes always make me laugh. :) My group only has 3 players and we decided to go with 5 characters. 2 people wanted to play 2 characters, and 1 person only wanted one character. I only worry about things being too easy on them. But as we progress I will just add monsters to the encounters to even things out. ![]()
So I will post some specifics that I saw... book 2:
The trolls if played correctly and alerted can all get in one big room. If the PC's are like normal PCs they will not want to run. The trolls can then overwhelm the PCs with numbers and plain might. I saw one TPK with this. book 3:
The ring of freedom of movement is pretty important. Without that right the paralyzing touch from Vordakai can really kill the party. Even with that ring the fight can be damn hard. I would suggest making the perception DC to find that ring easier, or just plain give it to the party. book 4:
Nothing much really jumps out as special. Difficult things are the cleric towards the end. The iron golem can be difficult for inexperienced players. Otherwise things were pretty straight forward. My players failed most of the traps at the end dungeon, but just ate the damage and moved on. book 5:
Again, I found nothing here to be difficult for my group. They got into the mass combat, and rolled through the armies of Pitax. The final battles in the House of a Hundred Doors were difficult, but nothing with any 'gotcha' moments.
Oh the ghost at the abbey was tough. But once the group got over the ghost hitting with 13D6 (or whatever high damage it is) then the pary just got down to killing it. book 6: The dragon Ithulak (spelling? im typing from memory) has a super tough AC. That battle made my players run 3 times. First time from fear, then a couple times they were just bested by the dragon and ran.
Nyrissa was super tough until the party started dispelling her. Starting off her AC is too high for the melee PCs to hit her well at all, so her buff spells have to be taken off imo. With my group the rogue had briar, Nyrissa made the rogue insane. As the rogue was moving past the cleric to engage Nyrissa, insanity kicked in and the rogue attacked the closest thing, got a nat 20 with Briar, and took off the clerics head. A prismatic spray sent the fighter to another plane. Another prismatic spray made the wizard turn to stone. In the end the wizard's cohort (another wizard) got close to Nyrissa with a anti magic field going, then the wizard's summoned Bralani Azatas filled Nyrissa with arrows. So the final battle had a cleric with no head, a fighter on the plane of not rolled up yet, a wizard turned to stone, and an insane rogue. All in all a pretty tough fight. ![]()
chopswil wrote:
Use that link to find the spells you want, then print them out using this link- http://www.thegm.org/perramsSpellbook.php![]()
I do start games at level 1, but really I do not enjoy anything less then level 4. I prefer games 10-18 the most. At that point characters really feel like they are amazing at what they do. There are alot more options to do round to round. At level 1 many times characters are left with, "I swing once for 1D6+1 damage", whether they are a cleric, fighter, druid, or anything. Sure casters get level zero spells, but it still feels the same to me. ![]()
I have a player in my game that is happy with his summoner APG style. He thinks enough of his summoner that now that we are switching to another game, he is going to play another summoner. Personally I agree with the changes made and think the summoner is fine. Our game was 1 through 6th. He would change his summoner with the playtest as the class changed. ![]()
As a group that plays at home and never at a gaming store, we never use pregenerated characters. About the only time I can remember using a pregenerated character ever, was at a con in Germany in 1996. The only thing I use them for is a quick power check for magic items. Just compare what the iconics have compared to what my players have. I say take them out. ![]()
I just wanted to say as a group that plays at home and never at a gaming store, we never use pregenerated characters. About the only time I can remember using a pregenerated character ever, was at a con in Germany in 1996. The only thing I use them for is a quick power check for magic items. Just compare what the iconics have compared to what my players have. ![]()
In 3.5 I DM'ed a party of - Barbarian / Frenzied Bersker
The frenzied berserker was of course difficult to deal with, for both sides. (the campaign finally ended when 5 rooms from the main bad guy the frenzied berserker didnt stop and wiped the party) A disciple of Pelor has stupid high healing abilities. The ninja / dread commando was just rogue sneak attack damage with a fighters to hit mod. And the wizard was just a guy with big bad spells. Very difficult party to deal with. but I like to be open to what my players want to play. After the frenzied berserker wiped everyone, I never had to say no to playing one, the other players did. If I was making a party for me to play in PF, I would go with the less standard classes. Ranger
If we added in the new classes from the advanced players guide... Inquisitor
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StanC wrote:
Ah thanks. I have not ordered alot before. ![]()
In an oriental campaign our DM gave my Samurai with the leadership feat a cohort low level healer (level 4 in a 10th level campaign) who just patches us up after a fight, along with a small group of followers. The followers are a cook, a errand boy, someone to care for the horses, and a driver for the wagon that they all stay on. To me the cohort adds some value to the hack and slash side of play, but the followers add alot of flavor to the role playing side of the game. In our games most people do not take the feat because it isnt as useful as say Power Attack is to a fighter. But it just adds some more depth to our game. |