Archmage_Atrus wrote:
In my solo games I hand out full XP, but use the slow progression to compensate for the superfast progression that results from the high XP arwards.
Russell Morrissey wrote:
ARRG ! To many APs to run!!!!
Slime wrote:
I really hope that Black-Books édition will do the translation. My 6 year old loves to game with his dad. That would be an awsome gift for him.
Shenron wrote:
For those who read French, Black-Book édition, the French licensee for Pahtfinder did a compilation and updating of the Kobold serie. All the adventures of the series, except for Hollow's Last Hope, has been updated and combined into a single volume. It is available as a PDF here.
You might want to check out www.d20pfsrd.com. There are quite a few of them that have been converted on there.
Torpedo wrote:
These would actually be pretty good for introductory games and could be a nice line of adventures for the intro box/system that is in the works. I know that I would love to have some of these to teach my 6 y.o. son to play.
Damon Griffin wrote:
Hey, if they come with a portable game room that I can add to my house, you have a deal! :-D
0gre wrote: The one on one adventures are great. I also agree that more versatile classes are great for single character adventuring, though I would add cleric to the list also. If you own the APG it has a few more classes you can add to the 'versatile' list, namely: Alchemist, Summoner, Oracle, and Inquisitor. Any of those classes work fairly well solo. I vaguely remember running The Gambler's Quest, one of the first one on one adventure. It went pretty well. I am tempted to snatch up the compendium and the other three scenarios. As for the versatile classes, my wife has been running a bard in the last few solo campaigns we have played. They work pretty well, although I have boosted the stats up a bit (50% increase in spell known and per day) to give the character a bit more daily longevity. I'm not sure about the Oracle, my wife is playing one in the Pathfinder Society campaign and I have my doubts about its versatility. Anyway, there are ways around the lack of spells/healing/thieving skills, especially if you are ready to play it a bit loose with the rules of attack of opportunity and treasure (magic items especially). By the way, if you are adapting a scenario from the OGL 3.5 era, a quick an dirty rule for adaptation of stats block : add +2 to any d20 roll, CMB = Grapple, CMD = 10+Grapple+Dex bonus. This will allow you to deal with most of the situations encountered.
Neil Lubin wrote:
Welcome to the game. It is always good news to learn that new players have joined the fold. As a new GM, I would recommend that you check out the GameMastery Guide. It is by no means essential to play. You do not have to buy it. In fact, it does not contain much rules. However, it is filled to the rim with good advice on how to run a game and tricks of the trade. For that it is particularly useful for new GMs, and for $9.99 for the PDF version, a steal. That said, playing a game with 1 GM and 1 Player is a special beast. It is best for pursuing the development of a character as nothing is imbalanced and anything is available. You will not run the risk of having one player character outshine another, since it is alone. A solo game is feasible but certain precautions must be taken. A single player is very valuable in any encounter of a scenario. If the character fails any combat, to avoid any trap, to solve any problem, or to get the pertinent information out of a character he or she met, there is no one else to come to the rescue. In a larger party, the risk is spread out on other characters: the larger the group, the smaller the risk. That said, in a solo game, there will be a time when nothing is going for the PC. The trick is for the GM to adapt and cheat a little. Just like in movies with only one hero (think James Bond, for example), the combat encounters are adapted where the opponents are large in numbers but very weak (use much smaller Challenge Rating (CR) or use a “mook rule”, i.e., it dies if it is hit) or use a single more difficult opponent, like the right hand man of the villain. A rule of thumb I use when adapting my encounters is that I use a CR budget of ¼ to ½ the level of the PC. This is more difficult at the first levels, as the numbers of creatures with a CR with less than 1 are limited. This is where the “mook rule” comes in handy.
Another trick that is common in solo games is to either have an NPC follow the player around (a sidekick). Be careful, however, this character must not outshine the PC. He/she is there to give a hand, not steal the show. This is the PC’s game, remember. Some players will instead prefer to run two characters. Personally, that is an option that I have found seldom works well. To many things to deal with and it just becomes a game of numbers. Others seem to prefer this route as it gives one thing less for the GM to worry about. Try out both options and see what works for you. In a solo encounter, stealth, skill, and roleplaying encounters are more common. The key is to have a backup plan if the PC fails his rolls or if your player just doesn’t get the hints you throw at him/her (believe me, it will happen!). Contrary to my esteemed colleague, Amuny, I would not recommend the Shackled City campaign for a solo game. It was built on the premise of a 6 PC party, it is combat heavy in many parts and it is considered a deadly campaign. Although the backstory and the AP itself is very good, I think it is a bit much for a starting GM. The level 1 scenarios from Paizo have a good reputation :
Good luck and keep us posted on how it works out.
UpSbLiViOn wrote: I swear I was reading one of the hundreds of books I have one day and there was a optional system where by players could earn faction of sorts(Favor or Disfavor) with npc's or power groups etc in a 3.x system. Might have been a pathfinder book or some other but I know I saw it. Does anyone by chance remember what book it was in or if not can you suggest a good system to use for what I am looking for? You might also want to check the Savage Tide Adventure Path from Dungeon Magazine if you have them. There was a system for such organizations there too.
Patman wrote:
If you want to make it a little bit more difficult without spending minutes/hours on converting monsters and double-checking your math, you can definitely run the monsters as is. It will be an easier challenge. However the GameMastery Guide also suggest a simple trick that I have yet a chance to try. It proposes to simply add +2 to every roll. Seems simple and I will probably give it a try next time I use 3.X material.
Philip Dhollander wrote:
That idea is actualy pretty cool. Thanks.
Evil Lincoln wrote:
I've notice that VBL eats up a lot of memory. However, I am curious as to what you mean by avoiding sharp points in your VBL ? I've had a tendancy to use VBL by covering my map and cutting holes in it. I understood that it was less memory intensive than adding up walls and empty shapes. Am I mistaken ?
Tarren Dei wrote:
You might want to check out http://games.groups.yahoo.com/group/pathfinder_quebec/. Most of the guys on that group are from Montreal and some are active in the Draconis Game Club. Good luck.
B_Wiklund wrote:
Another thing to bear in mind is that adventure paths before Council of Thieves were written for D&D 3.5. They are compatible with Pathfinder, but they do require a little bit of elbow grease, mainly adding up the CMB/CMD, changing a few skills and checking up on a couple of spells/feats every once in a while. I'm currently running Rise of the Runelords and everything is going smoothly. Whatever you choose, have fun and good luck.
evilash wrote: I've actually been making my own tokens the last couple of years. I currently have a gallery of about 900 images from Paizo products and other sources that have been resized and adjusted so that they have a size of 600 x 600 pixels. I then import the images I want to use into a Word document where I resize Medium creatures to 0.8 inch, Large to 1.6 inch, and so on, and then put a 3 point border around it. Copy and paste as needed. I finally print the tokens on cardstock paper on a color laser and cut them out. The tokens are much appreciated by my players, since they give them an idea of what the creature looks like, even if some details gets lost when the image is reduced in size. TokenTool is great for this. Give it a look. I use it to make my tokens. I then import them in a drawing software and print them on ordinary paper. I use a 1 inch punch to cut out the token and then I glue it on 1 inch metal washers. It gives the token a nice heft and the washer can later be reused for another token. Here is the link for the TokenTool.
Aberzombie wrote:
In case you really don't get it or for those that don't, the map in the Campaign Setting had a typo on it. It read <i>Inner Sea Reigon</i> instead of <i>Inner Sea Region</i>. James Jacobs has been waiting impatiently for a reprint of the book ever since it came out to correct that typo, among other things.
Mok wrote:
Well as for that precise wish, you don't necessarily need any unformated file, if you are using any current word processor. You can use the Paste special usually found under the Edit menu. There is an option to paste the content of the clipboard unformated. That is what I use when I'm copying stats blocks from either the web or a pdf and I want to format it with my personal styles.
I am currently running Burnt Offerings and have gone the Token way instead of using miniatures. Acutally, the only miniature on the board is the one from my solo player. All other creatures/NPCs/familiars/animal companions/ etc. are home built tokens. For this I use Token Tools and either art from the Adventure Path, the Bestiary, the Core Rulebook, the blog, my Fiery Dragon Digital Counter Collection or art swiped of sites like Deviant art or Elfwood. I print out the tokens and glue them on washers to give them weight. That said, if Paizo would put out pre-made token art, I would definitely consider buying it. As for cardstock tokens, I bought the first Counter Collection from Fiery Dragon back in the D&D 3.0 days. I find that cardstock alone is too light. The tokens have a tendancy to move on their own due to breeze, sneeze, hand wave or anything really. That's why I glue my home made ones on washers. My 2 cp. P.S.: I also run games using Maptools. Digital tokens are therefore my first choice.
SirUrza wrote: Thanks but I could care less about other sources, like I said, I have the 3.x stats from Dragon Magazine. Excuse me for trying to give you a hand at getting a fox familiar. It seems that my reading skills are getting worse with age and I didn't understand that you were not requesting help with a Pathfinder version of a fox. SirUrza wrote: It's bad form to say "you can have this" in a PATHFINDER ROLEPLAYING GAME "core book" and then tell a player they need to get/use an out of print source for a different edition of the game to use it at their table... or worse some conversion of a different animal. What I suggested is not a conversion of a different animal. It is a conversion of a fox as published in the Tome of Horror, one of the basis for the Bestiary. If you look at the Section 15 of the OGL in book, you'll see it quoted as a such. SirUrza wrote:
While I agree with you that Paizo must provide a source in print for their rules, I'll have you notice that Tome of Horror Revised is still available in PDF. Furthermore, development is still in the works and more rules are forthcoming in the form of the Gamemaster Guide, the Advanced Player Guide, the Bestiary II, and those are only the ones we know about. Also, the conversion of Fox 3.5 to Fox PFRPG I provided was based on their rules. silverhair2008 wrote: For SirUrza, the fox entry in the Legacy of Fire Players Guide is on page 5 in the "New Familiars" sidebar. It is listed as a Brushtail Fennec. The modification is to a Dog (page 271 in the MM, and page 87 in the Bestiary) by setting the STR at 6. I don't have the LoF Player's Guide on had, but I think that my conversion would make it pretty close to that. The Dex might be a bit higher though (Dex 17 vs Dex 15?).
SirUrza wrote:
There was a fox in the Tome of Horrors and in the Tome of Horrors revised. Therefore there is an Open Content version. With a quick and dirty conversion, it would look something like this : FOX_________________________CR 1/3
Purple Dragon Knight wrote: Those with wife and kids are even better as they want a night off at least once a week. Them bums with long hair are quitters. :) Hey I've got long hair... and a wife... and kids ! What does that make me ? A good bet or a quitter ? Also, my wife has been the only constant co-player in recent years, I wouldn't want the "night off" in this particular instance. :)
Like I mentioned in the other thread, my "group" is about to tackle Thisletop in Burnt Offerings. When I say group, it is a misnomer as I'm running this AP for my wife. She has a gestalt sorcerer/bard that has been boosted up (more skill points, hp and spells and she gets a firepelt as her familiar). For the Catacombs, she was joined by an Inquisitor of Desna and a Cavalier of the Order of the Star to clean un Lamashtu scum! It's going pretty well. However, my wife has to remember sometimes that retreat IS an option! :-)
My "group" is about to tackle Thisletop in Burnt Offerings. When I say group, it is a misnomer as I'm running this AP for my wife. She has a gestalt sorcerer/bard that has been boosted up (more skill points, hp and spells and she gets a firepelt as her familiar). For the Catacombs, she was joined by an Inquisitor of Desna and a Cavalier of the Order of the Star to clean un Lamashtu scum! It's going pretty well. However, my wife has to remember sometimes that retreat IS an option! :-)
Xuttah wrote: Sounds like you've been having some major challenges with your player roster. Hope your new crew works out for you! I've had similar experiences (SCAP got killed after two players quit. STAP died after an almost TPK at the end of Bullywug Gambit, I'm on my second try at RotRL). I solved my group scheduling problems with one on one gaming with my wife. She's the only constant player I've had over the years.
In my case, I've had a tendancy to favour PDFs over printed RPG books over the past two years. It's a question of space and a question of paper (long story). Anyway, when I buy a PDF, I tend to look a the quality of the book (art, layout, content) when I judge the price. A 32 page adventure, I'll generally be ready to pay between 5-10$ depending on the content. For a sourcebook for an RPG I already own, depending on page count, I'll pay anywhere between 7-20 $. For a full blown campaign setting or RPG, including rules, description, artwork, etc. I'll generally pay between 10-25$. Another factor, that I tend to look at is the price difference between the actual printed book and the PDF. I'm very leery of buying a PDF that is priced very close to the price of the printed book. As James Jacob has stated many times in the reprint threads elsewhere on these boards, printing is a major cost factor in the production of a RPG book. Now, if I'm buying a PDF, I expect to be able to get a discount that reflects the fact that I'm not paying for those printing/shipping/storing costs. It is one of the reasons (not the only one mind you) that I have held up my purchase of further Paizo Adventure Paths after Rise of the Runelords. On an emotional level the $13.99 price tag for the PDF is too close to the $19.99 price tag for the printed version. It is a 30% discount, mind you, which isn't bad. But for some reason every time I look at them, that price just seem high to me. P.S.: It should be noted that I'm running my group through RotRL and I'm enjoying it alot. I do intend down the road of buying further APs from Paizo. But right now the price tag is set at such a price that, as an impulse buy, it's a no go for me.
Clark Whittle wrote: Aside from the above mentioned campaign setting, are there any plans to redo the classic first 3 modules as a Pathfinder Edition? I know it was published for 3.5 in one big hardcover but I'm having a hard time tracking one down. Did you know that the pdf version of the hardcover is available for download at RPGNow.com? That might be a solution for you.
Xpltvdeleted wrote: I'm going to be playing whichever AP gets published next...I'm going to start a subscription, and I'm not going to pay $100 for back issues of older adventure paths. Some of those back issues are true gems however. I'm running my group throught Rise of the Runelords presently and we are having a blast. Also there is plenty of community created stuff for some of the back issues. An example here. From what I have read, the reception of Legacy of Fire was pretty good and so was Council of Thieves which is currently ending, I think. Also, you might want to check out the pdfs at $13.99. I have been running Burnt Offerings from them. I print out the section I'm going to use every session. This allows me to write notes, convert monsters and scrible away on the adventure without worrying about the state of my book. Personnaly, that works out pretty well.
DarkKnightCuron wrote: I'm still convinced I did something wrong, despite going over the suggestions in this thread and the thread dedicated to this module twice before running it. Not sure what it is though. TPKs always leaves me with a feeling of inadequacy. I'm always convinced that I didn't give them the clues they needed, that I was too rough tactis wise, that I should have done something more. The feeling is normal, as most of us DMs DO NOT enjoy killing the story with a TPK. So you are not alone feeling this war. With that said, sometimes, even with all the will in the world, the players will not find their way through an adventure. One such case for me was the end fight in A Bullywug's Gambit in the Savage Tide AP. Even though I hade vastly overpowered characters in this game, the bullywugs managed to eliminate the PCs in my campaign through guerrila tactics and lucky dice. The luck was just not on their side that night. If your players made mistakes and you gave them every opportunity to live through the adventure yet they did not take the bait... well, there isn't much more a DM can do! Good luck with further installements of your PFS adventures and stay safe.
Gorbacz wrote: The Dragonborn are a fascinating example of feminist influence on RPGs (lizards with breasts, wohoo !) ;-) While the comment, from the smiley at the end, was probably done with a tongue firmly planted in the cheek. To me te decision to give breasts to lizards speaks much more of the male mindset which continually permeates D&D and other RPG than an actual feminist influence. The fixation of teenagers/young adult males with the female breast is a sensible point which is definitely being played on in a lot of RPG marketing.
I run a solo game with my wife. She is currently going through Burnt Offerings and her character, gestalt bard/sorcerer 2, went down into the Catacombs of Wrath last night. Knowing how difficult that part of the adventure can be, she was joined by a couple of DMPCs to give her a hand. One was Herulog, a half-orc inquisitor of Desna, the other, his childhood friend and constant companion, Nurcius, a cavalier of the Order of the star. The first encounter in room B1 of the catacombs went without a hitch. The bard/sorcerer got surpised as she rounded the corner and found the creater waiting for her. The attack almost floored her but her companions rallied around her and made quick minced meat out of it. The exploration of the Catacombs brought the group to the final room (B13) without encountering the rest of the creatures that populate this dungeon, a result of an early decision at an intersection. In any case, with the use a potion, the group was in pretty good shape for this reputedly difficult encounter. The main vilain, its summoned creatures and the created one at the start of the encounter faced the heroes in a battle that lasted 30 rounds (well for the main BBEG at least). After 30 rounds, we had the sorcerer/bard down to a few hit points, the cavalier down to three and the inquisitor in pretty good shape having been out of the fight for a third of the encounter thanks to a cause fear spell. Resources were dwindling and the heros wisely decided to retreat, frustrated and tired. How did it go as far as the mechanics of the DMPCs go? I found the characters pretty easy to build. With the concepts I had in mind, a couple of defenders of the faith of Desna sent to give a hand to the hero of the AP, I found options, that I think suited the concept pretty well. Even though some of the special abilities of the class were in the end useless against the BBEG, this has more to do with the monster itself than with the way the classes are built. I found the power level of the classes to be on par with what I expect of level 2 characters. Descriptions of the powers were clear and I had no trouble of interpreting them during combat, allowing me to chose the next course of action. Until now, I would say that these are good classes and if I have the chance, I will fill you in on the rest of the chapter when the characters return to the Catacombs. P.S. : I kept the wording relatively vague to avoid spoilers. However, Jason, I presume that you being familiar with the Rise of the Runelords AP, you will know which encounters I'm talking about.
silverhair2008 wrote: I tried to install the Pathfinder Persona and was given an error message that the persona was for Firefox 1.x.xx, and was not compatible with Firefox 3.6.x. You need a more recent version of Personas. It is available in the modules section of the Firefox website. Alternatively, you can click here.
Denim N Leather wrote:
Have you check this one out?
DarkWhite wrote: My question wasn't MSWord -> Open Office import, it was Open Office -> PDF export if I want to create sharable PDF documents of my own. Oops, sorry! Didn't catch that. In any case, that is even easier as Open Office has a built in feature to save your document directly to the PDF format. It is under File/Export to PDF.
DarkWhite wrote:
From my experience Open Office 3.1.1 import Word documents pretty well, if they do not have to many fancy formating gizmos. You might want to try it ?
dragonvan wrote:
Skype est gratuit lorsque tu l'utilises pour des conversations d'ordinateur à ordinateur. Il n'y a des frais que lorsque tu l'utilises pour des conversations vers des téléphones fixes ou cellulaires. J'aurais tendance à dire que c'est juste un peu plus long. Peut-être 5 à 6 heures... Le temps supplémentaire est nécessaire pour la configuration électronique et régler quelques détail ou quelques problèmes de communication étant donné qu'il n'y a pas d'éléments de communication non-verbale pour faciliter l'interprétation des déclarations des joueurs/MJ.
Purple Dragon Knight wrote:
Ça serait super!
Kaladhan wrote:
Pour le premier point, je ne peux pas commenter. Mais pour les deux autres points... Le livre sera certainement plus dispendieux. Après tout, il faut bien payer la traduction. Pour ce qui est de la qualité de l'impression, les commentaires comparatifs qui ont été fait sur le forum de Black Books étaient plutôt positifs. De plus, Black Books a même fait une version collectionneur, ce que Paizo n'a pas fait. Pour ce qui est du troisième point, je te suggère d'aller jeter un coup d'oeil sur le site de Black Book. Ils ont déjà traduit Rise of the Runelords et Crimson Throne. Le Bestiaire est en cours de traduction. Ils ont même produit un folio de personnage qui sera repris par Paizo. Alors, je crois qu'ils en ont déjà fait plus que simplement traduire le livre de base.
Guennarr wrote: Est-ce que vous connaîssez la version francaise de Pathfinder ou est-ce que des gents en Québéc préfèrent la version orginale? Personnellement, j'ai suivi le développement des traductions par Black-Books Éditions. Je savais donc que la version française était parue en France, malgré un délai imprévu et inexpliqué. Cependant, en date du début de la semaine, la traduction n'était pas encore disponible de ce côté de l'Atlantique. Il faut généralement compter entre 30 et 60 jours de délai pour que le matériel traverse l'océan. Guennarr wrote:
Ici au Québec, la vente des D&D et Pathfinder se fait surtout dans la langue de Shakespeare, à ma connaissance. Ça ne veut pas dire que le matériel ne se vend pas en français. Au contraire. Cependant, il y a un profond écart de prix entre les deux version, généralement entre 50% et 100 % du prix, selon l'éditeur. Il en résulte que les parties se jouent très souvent en FRANGLAIS-JOUAL, un espèce de mélange bizarre de français, d'anglais et de joual (le patois local). Ça donne souvent quelque chose du genre : "Je lui pète la gueule en lui crissant un coup de longsword pour 10 hit points." (trad. "Je le défonce avec un coup d'épée longe pour 10 points de vie de dégâts") Personnellement, pour 3.0 et 3.5, je jouais en français, étant donné que j'avais des manuels dans les deux langues. Pour Pathfinder, comme je n'ai pas accès à la version en français, c'est pour l'instant un mélange franglais tout en essayant de maximiser le français, autant que possible. Pour ce qui est de la qualité des traductions, ça dépend à qui tu en parles. Personnellement, je trouve les traductions de bonne qualité, en général. C'est certain qu'il y a certains termes qui sont boiteux et qui n'auraient pas été mon premier choix (rogue -> roublard, p.e.). Cependant, certains de ces traductions sont des termes repris des traductions précédentes qui ont maintenant un poids historique. Enfin, j'ai toujours tenté de jouer le plus possible en français, mais je sais que je suis une exception parmi les MJ que j'ai côtoyé.
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