magnuskn wrote:
Different perspectives... "Less complexity" to me means, that the GM had to make 'a call' and didn't have a rules system with overwhelming minutiae to help adjudicate the situation. <shrug> NOTE: This is not an endorsement of either edition of Pathfinder. (Or any other game system for that matter.)
The Blue Fairy wrote:
Err... You can rule ANY way you like in a home game... No one can tell you what to do at your home table... Sorry, I don't get this complaint at all... Take care, Harry P.S. I've only read up to the quoted post so far when posting my response.
Currently I'm doing a 'hybrid' - home-brew adventures / campaign on Golarion. I've created a village and nearby town (transplanted from my Hackmaster 4E game) in a undeveloped area of Andoran where the PCs will be adventuring (and hopefully :-) establish a home base). This allows me to satisfy the creative itch without having to come up with everything. It also allows me to easily run published adventures (without modifications) if I want to as well. I do enjoy world building, but echoing others, I just don't have the time for that any more. This solution gives me more than enough freedom to create without having to come up with everything myself.
Err... Sorry for the thread necromancy. (One of the few spells I can cast at will...) Just started doing some research on the Mana Wastes (and was hopeful when I ran across the info above re: Inner Sea Magic...) But I only found a (granted longish) paragraph about the Mana Wastes in Inner Sea Magic (p. 3-4, 2nd printing 2012). Or did I miss something? Thanks for your time.
Tequila Sunrise wrote:
Hackmaster 5th edition's Hacklopaedia is IMO an inspiration for how monster manuals should be written. :-) Ecology info, where the creature is found in their game world, size comparison chart, even foot print examples, et al. But, sorry, I digress more than usual.
DM Beckett wrote:
Only half-way through this thread.... I'm a long time gamer with four new players: my teenage son, two of his teenage friends and one of the friend's dad (my age). We started with Beginner Box to give them some basic experience. Not to long ago they all decided to graduate ;-) and we recently finished creating their new characters (CRB only). I keep telling them to not worry about all the options (even just from the CRB) and just tell me what you want your character to do and I'll tell you when/how/if you succeed and what dice you need to roll. My goal is to inspire the role-playing (but not ignoring tactics and strategy either during combat or character building). I've let them know that if some feat/skill/whatever they've taken isn't working out the way they expected, no problem, we'll just change it to something else. I don't see any use in overwhelming new players (regardless of their experience in TTRPGs). As DMs we need to make the game accessible to new players and not scare them with 3 full book shelves of options. :-) As to the thread topic itself: no 2.0 for me, thank you kindly. Pick and choose what you want in your game and don't be afraid to <gasp> limit your players options. (And BTW, it's much harder to have an edition war with only one edition. :-D )
Kimera757 wrote:
Maybe if the dragon's choice of target is relatively equal, it will attack the opponent with the most treasure? As to the original question (as has already been mentioned), I see demons more as minions and dragons as antagonist.
Brother Sooth wrote:
Holy Diver perhaps...?
173: A minor tear in reality connects to the Abyss. Invisible noxious vapors immediately explode forth in a 20' radius (requiring a Fort. save vs. poison; failure equals -1 to ALL rolls/ability checks/AC, etc. for d4 rounds because of the nauseating smell. You can only fail this once regardless of time spent in the area of effect.) Additionally, demon(s) of CR (roll d10: 1-4 Easy, 5-7 Average, 8 Challenging, 9 Hard, 10 Epic) climb through 1-3 rounds after the initial opening. The hole closes in 2d4 rounds after the first round. For each round open, after the first, the area of effect of the noxious vapors increase their radius by +10' (remember it's invisible). There is a 1% chance each round (starting on the 2nd round of more demons noticing the tear). Roll on for the CR again. If the hole closes on the same round that the demons appear, the strongest demon in the "attack force" is keeping the hole open and attempting to climb through. It will definitely be at a disadvantage from attacks in this position. The hole could close before any demons gain access to the current reality.
EricMcG wrote: If you want to get into the God Of Secrets thing, I suggest you read "Lythande". Sorry for the OT... I didn't realize she wrote a book about that character! I remember Lythande from Thieves World book 1... :-) Edit: Oops. It's not a novel/book, but a collection of short stories/novellas.
First... Welcome to the hobby!! Some very good advice so far! I'd also like to recommend http://roleplayingtips.com/blog/ You can read his blog or sign up for the newsletter (my personal choice). There's also a bunch of other info there as well. (I'm not affiliated with the website/newsletter in any way, just a 'follower'. :- ) ) I don't recall anyone mentioning this... But read lots and lots of fantasy*! It's real easy to alter stories/encounters, et al from books and use them in your game. Slowly start using more descriptive language when describing pretty much anything. (Keep it concise though. Players don't want to listen to you monologue.) :-) * The Pathfinder Tales are good starting points, but any 'decent' fantasy books will give you ideas. Take care, Harry
Home brew can be a lot of fun. There's the flexibility you've noted and there's zero chance that any player has read any of the material. :-) I always enjoyed the freedom of the personal campaign (when time permitted!). There's little if any need to nudge players back onto a 'specific' path. Just let them go where they will. Granted you can certainly do that with published adventures but if you divert too much, you're pretty much just running 'your own' adventure at that point. ;-) I generally play really loose with plot in personal campaigns because I love it when the players come up with some explanation or interpretation that I didn't think of. Then I just steal that without their knowledge and they get to feel all clever and happy having 'figured it out'. :-D BTW: Are you using Golarion? Or did you create you're own world?
Sharaya wrote:
Thanks! Take care, Derek
The Morphling wrote:
That's really cool! Take care, Harry
I don't know anything about the adventure itself, but what if the new PCs had been adrift in a rowboat? Perhaps create a run-in with another ship on which the new PCs have passage? What if they were mistakenly teleported to (or near) the ship? Crash landed on a failing flying carpet? I guess it depends how 'believable' you want the integration of new PCs. ;-) Take care, Derek
Thanks for all the responses so far! Kaladore wrote:
I was having similar issues. 'So you hit the orc with the shield and the axe on the left or was that shield and axe on the right?' :-) I came up with a solution that worked for me. For some giant rat minis I used a numbering system with objects on the base. A 'large-ish' rock was a '5' and smaller rocks were '1'. I have over a dozen giant rat minis numbered 1 through 12 using my system. And it's easy to increase the count for future minis Regrettably, like many mini collectors, my unpainted minis vastly outnumbers my painted ones. :-D Take care, Derek
Arikiel wrote: I can definitely relate to what you're saying. If there were a "Basic Pathfinder" for up to level 10 that'd be just awesome. The 5E option doesn't really work for me as I'm one of those bitter old curmudgeons that refuses to give money to Hazbro. For more accessible gaming I'm just going to use non-D&D based systems. They're harder to sell to players but what other options are there? I've always been fond of Hackmaster. The 5th edition is pretty nifty. However, it's definitely a lower powered magic game. (You can even get the Basic version as a free PDF over on the company's website.)
IMO, when moving to more complex rules, it's only the GM who really needs to know the rules. This allows the players to tell the GM what they want their characters to do in plain language and let the GM adjudicate those actions based on the rules. If the GM can then paraphrase those desired actions concisely in 'rule-speak' back to the player that helps the players gradually learn the rules. (I also think this helps roleplaying as the player isn't sitting there calculating every pro and con for their action. ;-) ) As to the actual question... :-) We haven't moved to the Core Rulebook yet. My son is chomping at the bit to do so. :-) However, the rest of the group isn't comfortable with it yet and still having lots of fun with the Beginner Box.
The Crusader wrote:
While The Crusader used 'Don't try to reset...' Let me put it another way: Don't cheat the players out of their clever solution. Just accept it and move on. Take care, Harry
Hi all, Yeah, so my question shows I'm more than a bit late to the Pathfinder party. ;-) That said, it is my understanding that Pathfinder Chronicles were the Paizo products created to support 'that other game upon which Pathfinder PRG is based'. Is that correct? Is there any place which lists which of the Pathfinder Chronicles products (if any) have been updated to Pathfinder Campaign Setting, Player Companion, etc.? How about a list of Pathfinder Chronicles products which are still compatible with Pathfinder RPG? (Or all they all technically still compatible?) Or a list of current/recent products which might even supersede content from Pathfinder Chronicles books? Thanks! Harry
Going a bit more extreme than the current advice... Why not craft your own campaign? Regardless of that extreme, try and pinpoint what is taking the wind out of your sails. Are combats too long? Too short? Too many? Too few? Are roleplaying opportunities too few? Too many? Too short? Too long? Have you talked to your players? They might have some insight into the areas of a campaign in which your 'focus starts to drift'. And sometimes, taking a break from RPGs helps too. Go read some fantasy fiction. Play some board games. Maybe you would like to play a bit rather than GM? Maybe you all need a good game of Munchkin? Or back to RPGs: Paranoia? :-D This is one of those things that no one can answer for you grasshopper. ;-) Good luck!
EbolaZa1re wrote: Andy wants to be able to earn more than everyone else, when I asked why, he simply said so he can buy more women and gamble. Lame reasoning to me, but, it's all about the players having fun IMO. Have his character contract an STD. Then watch the fun as he tries to get money from the party for a cure or explain his need for a cure to the party cleric. :-D On a more serious note, I agree with the first response you got from Seranov. Players being sneaky behind the backs of other players rarely turns out well.
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