Alain

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Hi All

This may seem like a stupid question but I have received a PM that I want to report but it is not clear what avenue I should go down

Could someone please advise?


It isn’t clear to me if anyone has the pdf for this yet from what I am reading but I thought I would ask:

How VTT friendly are the interactive maps that I assume are included ? As in if I snipping took them from the pdfs and upload do they align particularly well?

1E ones were very bad for fitting on grids as they weren’t drawn for them

I recently got book 1 of Strength of Thousands and all are fine except the dormitory which doesn’t line up to the grid

I ask because until the foundry module comes out if I wanted to run this I’d obviously need to do all this manually


How does this feat exactly work? Does it negate the need for the trick magic item feats?

So I roll against my Thaum DC to activate a scroll of any tradition?
I've noticed a slight issue with this - again key stat related

The Class DC will be boosted by Charisma. And the skill I am rolling against it is going to be either Wisdom or Intelligence. Giving a less than 50% chance of this working

Also I seem to be getting confused with activation rules and can't find what happens on a failure or a critical failure...


Long post ahoy:

I am currently in book 4 of Agents of Edgewatch. We are playing the free archetype variant. My character is quite likely to die in the next session (as well as potentially some others from the party) and I am mocking up a potential backup.

(Note: He is drained 4, 24 HP and next to the creature that did it which we have not put a scratch on yet)

I am playing a Ruffian Rogue leaning on Dread Striker with dedications in Dandy, Swashbuckler (One for All, Finishing Precision) and Sorcerer (to cast True Strike, See Invisibility, Haste).

He currently makes quite a good tag team with the Gymnast Swashbuckler where they can tumble through and trip and then grab and I use Opportune Backstab.

Rest of the group is:

Summoner (Sorcerer) who throws up Dirge of Doom,
Ancestor Oracle (Dread Marshall, Mauler) with a Greataxe
Gymnast Swashbuckler who focuses on trips and grabs as well as Bleeding Finisher
Bomber Alchemist (can’t remember the archetypes)
(We had a Forensic Medicine Investigator (Medic, Wizard) who was a major source of healing but they have left the group and also used the Investigator feat that allowed a Recall Knowledge roll on Devise a Stratagem. Also trap finding)

I was thinking of ways to cover the Recall Knowledge, Healing and Trap disabling gaps we lost whilst not losing too much in the way of damage output. My current idea is a Precision ranger with a Bastard sword (so I can go to one hand to use Medicine). I have decided to invest in the Monster Hunter related feats and Medicine related skill feats.

Flexibility of having one hand open does open up maneuvers as well (although I haven’t invested in those…)

Given potential action requirements for healing or recall knowledge the attack focus is on one big attack - hence Precision and Gravity Weapon. I might retrain to Outwit if he gets to Level 18 where I can take Manifold Edge as the Masterful Hunter Benefit for that will be much more useful. I fear just going Outwit straight off neuters my damage output too much. Am I right?

I was unsure about the Level 12 and 14 free archetype feats. I have gone Mauler and Power Attack as a further way to boost damage output at times. Is there anything potentially more useful that I have missed?

Is there anything obvious that would aid this kind of build in general that I have missed? I am not committed to the Ancestry/Heritage if there is something hidden away in another ancestry that synergises well. The Skill Feats from Level 10 are also arguably open to change as well if I have missed anything

Class: Ranger
Ancestry: Human
Heritage: Aasimar
Background: Herbalist

Level 14
HP: 218
AC: 35

F: 25
R: 24
W: 23

Perception: +24
Speed: 30 feet

Str: 20
Dex: 16
Con: 18
Int: 10
Wis: 16
Cha: 10

Assumed equipment (unsure exactly how much other gold/items a new character is going to get but I know I will be able to get these):
+2 Greater Striking Shock Bastard Sword
+2 Resilient Breastplate

Attack: +27
Base damage : (3d8/3d12) + 1d6 + 8 (+ 2d8 when Precision Edge is in place).

Level 1: Precision Edge. Monster Hunter. Celestial Eyes. Natural Medicine
Level 2: Monster Warden, Medic Dedication, Battle Medicine
Level 3: Toughness
Level 4: Disrupt Prey, Doctor’s Visitation, Ward Medic
Level 5: Natural Ambition (Gravity Weapon)
Level 6: Additional Recollection, Rogue Dedication, Treat Condition
Level 7: Fleet
Level 8: Hunter’s Luck, Skill Mastery (Swift Sneak), Continual Recovery
Level 9: Celestial Wings
Level 10: Master Monster Hunter, Basic Trickery (Trap Finder), Dubious Knowledge
Level 11: Incredible Initiative
Level 12: Warden’s Focus, Mauler Dedication, Cat Fall
Level 13: Celestial Strikes
Level 14: Double Prey, Power Attack, Underwater Marauder

Skills:

Acrobatics (E): +21
Athletics (M): +25
Nature: (M): +24
Survival (T): +20
Crafting (T): +16
Medicine (M): +24 (I can’t remember why I needed to raise this to M)
Religion (T): +20
Stealth (M): +23
Thievery (M): +23
Herbalism Lore (T): +16

What do people think?

Questions:

- Should I stick with Precision Edge or just double down and go for Outwit?

- Are my skill feats OK? I am use to having loads!

- Are their any ancestries that have things that would help with what I am trying to pull off with this character (which is versatility to strike in combat, identify enemies and perform medicine)

- Are there any must have equipment items outside of the weapon and armor? I was thinking the Druid's Vestments for +2 Nature? Anything else?

- Archetypes : Is there something else that would be more useful for the third one after Medic and Rogue. Thinking about it I will probably be spending the level 16 feat to get Opportune backstab. So I really won't be taking much from this third one (Currently Mauler)

- Is there anything really obvious I have missed?


The updated Magus rules are due out on 25 August (thought it was 5th).

In the hypothetical scenario that my potential group are impatient and want to start a new game in early July and one has their eyes on the magus - what could be a good stop gap for the sessions without the new rules - of which there could be more than I originally realised

I am sure the obvious answer is to use the playtest but from what I understand that was very clunky and actually created a bunch of bad feeling among those playing it. It might be best not to create negative impressions in advance?

So I am aware this is on the table but am interested in other ideas

For reference this will start at level 1 with ancestry paragon and free archetype options

My current plan is to do a 2E conversion of Rise of the Runelords (that might not matter but for those that know it there is scope for some non combat padding and the very early fights shouldn’t be a stretch in theory)


As per the title. I am struggling to conceptualise what patrons would fit the Rune theme.

Perhaps Nethys but you'd expect Nethys to only really grant magic to someone who worked for it or prayed for it...

I have a player making a Witch and trying to give them a choice of themes (they specifically asked for guidance / me to pick)

Some really don't fit with what I think works for the campaign and what I have been told about parts of the character idea and so I have ruled them out (Winter, Wild, Curse, Night and Baba Yaga).

But I don't really understand Rune based on the one line description...


I would like some help from anyone who has run S&S

I understand that you can potentially enter the AP at Book 3 after completing Plunder and Peril

However what I did not realise is that the rivalry with Captain Harrigan from Book 1 threads through books 3, 4 and 5

My group have not played 1 and 2 (did Smugglers Shiv and Plunder and Peril)

Can I still go into S&S? How do I make all the Harrigan stuff make sense? The close race in 3 won’t have any heft. The saboteur in 4 won’t really make sense (but could potentially flow from fixing book 3)

If it makes any difference I don’t have to move my group instantly from Plunder and Peril into Tempest Rising. Indeed I was thinking of picking out a couple of bits of piracy from Book 2

Any tips would be welcome.

If my players don't burn Jemma Redclaw's body I guess I could bring her back as a Graveknight or something. And just make her the recurring villain. But the subtle sabotage from Book 4 wouldn't seem to fit that

I guess what I really need is ways of adding interactions with Harrigan in an interlude between P&P and Book 3 and also during the other parts of Book 3

Or would it work to just have this angry guy who is desperate to be a Free Captain get petty after losing?


I have a level 4 party with a cursed party member who needs a (50gp) remove curse

The rulebook suggests such services are "Uncommon" and a spellcaster needs to be found

What sort of very minor quests could I put this service behind? I'd rather it not just have it be something they walk into a temple and buy

The party are in the Vidrian / Garundi coast area - destined for the Shackles (if that makes any difference to potential ideas)

I have had a look at some of the quests but none look like they work (and this group already played some before the campaign). I have noted that lots of the pre-written stuff in PFS is very lore focused so seems trickier to re-skin (or at least the 2E stuff)

I wouldn't want this to be a major detraction (perhaps 2-3 hours at most). But as mentioned I don't really want this to be the case of handing over gold


Am I correct that something with tremorsense and no vision must make a DC11 flat check to succeed at every attack ?

And if that is the case and I fail the first flat check do I still apply MAP?

I am looking at violet fungus and for level 3 monster this significantly weakens it compared to others . Is this partially offset by DC20 being quite a high fort save?

Because it’s attacks and AC aren’t on the high end. Has lower AC but higher HP which will keep it around.

I am intrigued by it. It didn’t have vision issues in 1E so this is a big change it would seem


Which archetypes do people like for the Fighter? I am involved in a game with the free archetype variant and wonder which ones are useful?

Several of the new ones don't seem to add much - or at least the dedication isn't useful for fighter's e.g Sentinel, Archer, Mauler...

I guess by their very nature there aren't going to be many archetypes that improve the ability to fight

So is the route to go putting 14 in a mental stat and going for a casting multiclass?


Can people help me clarify the transition from exploration to encounter mode and how this works with Stealth

Say there is a party exploring.
And a monster is hiding.

What are the steps?

- Perception against Stealth DC.
- Initiative with monster rolling Stealth for initiative

How does this change if the party are also sneaking? Does the monster also roll perception against Stealth DC

And if the PCs fail the Stealth DC but roll higher Perception for initiative than the Monster's Stealth for initiative do they spot the creature? Or is that separate? Or can a monster only start hidden if the PCs both fail to spot it in Exploration and then it rolls higher Stealth initiative?

I am a bit confused

Question obviously reverses for the party. If they are trying to sneak around are they using static stealth DC or a rolled stealth score? And if a Perception based enemy initiative beats a stealth one are they seen? What if the perception beats the Stealth DC and not the Stealth initiative

This all occurred to me recently when my party were walking through the jungle and spotted a snake hiding near it's den. They decided to move away and I decided a snake wouldn't attack 4 people on it's own and left it at that

Is this clarified in the CRB and if so, what page? I don't have mine with me at the moment but still need to download my electronic humble bundle version so could cross check if there is a reference


One of the characters in my game currently has the Stupefied 1 condition from a Yellow Musk Creeper. I cannot see how this is removed.

I can't see anything in wounded

As an add on. If they contract a disease that gives Stupefied 1 as it's first stage does this overlap or stack? I would have thought overlap...


I am really confused about these conditions . They seem the same - reduce actions by 1

What is the difference?

If a monk inflicts Stunned 1 on their turn and then it becomes the monster turn is it just simply the monster can only take 2 actions instead of 3? Making it the same as Slowed 1?

Only difference I can spot is not reactions inbetween ?


I am looking to build a character for my first 2E campaign. As a forever GM it has been quite a while since I was a player and I have never actually played 2E (running a game at the moment)

I am joining an Edgewatch game soon where there will be 6 players. Potential characters I know of are:

- Forensic Medicine Investigator
- Ancestors Oracle (Orc so some strength there)
- Toxicologist Alchemist
- Wit Swashbuckler (which would have been my first instinct). But good potential synergy with "Bon Mot" and Feinting

I was drawn to the rogue from the initial release as I quite like skill feats and the increases as well.

I am steering clear of Ruffian as it feels too close to the line for Edgewatch and I personally dislike the "Thief" (can't stand the name as a sub class don't get why a thief of all people should be the one exception to the dex to damage but that is a different discussion)

I am looking at wheeling out an old character who was a swashbuckler - a bit of a boasting Gilderoy Lockhart type. Yet to work out exactly how he winds up at the Edgewatch and how he will fit a more Lawful campaign but it is main part I am interested in right now

I would like some advice on the early part of the build. Notably:

Level 1: I am thinking Human but unsure on Ancestry feat

I want to go Overextending Feint to improve my option with the Feint.
Other feat options are :

Nimble Dodge
Tumble Behind
Canny Acumen

I can get two of those by going for the extra class feat and versatile human. Patching up fortitude seems like a good call.

Or would picking another heritage for the vision upgrade be a better call?

And should I go for the second class feat? And if so, which? I quite like the dodge as it gives me a reaction to use that I don't normally have...

Have I missed anything obvious?

Level 2: Choice seems to be between Distracting Feint and Swashbuckler (Fencer) dedication.

The former gives extra to the feint, stacks with ally Bon Mot and could lead to better success changes on feints. (Not sure if my group will get much out of the Reflex penalty as currently set up)

The latter gives two more skills and the ability to gain panache from my main trick. In this form it would be +5 feet speed and +1 to tumble and (more importantly) feint.

So it seems like a tricky choice. I will admit I haven't looked further ahead as to whether unlocking later swashbuckler stuff is an added benefit because lots of the rogue stuff seems good

*

What do people think?
I would appreciate any advice or tips :-)


I am not sure if this is outlined in the rules . I might not have read them closely enough

I understand xp budgets and how you increase them for a larger group

But also XP is given evenly to each player based on the level of the foe.
But what if there are more players

So if there is a party of 4 x level 3 vs a level 5 monster they get the XP for a +2 monster

But what if there were 6 PCs in the very same fight ? Do you apply the player adjustment mentioned as a deduction in this case ? Or do they get the same XP as in scenario one

There is every chance this is in there and I have never needed to look and now my book is with my brother


What do people feel about this now that there are a whole bunch of archetypes to pick from?

How in general do the non-multiclass archetypes stack up to the multiclass ones? (I am aware that for some class combinations the multiclass ones are pretty sub par but I mean in general)

I guess I wonder whether in implementing this variant it would be fine for it to be "all" archetypes or just the non-multiclass ones...?

I am talking about a "free selection" version of this rule rather than a superhero/pirate/knight etc game where everyone gets the same archetype


What would be good avenues for creating an intelligence based martial similar to the old Lore Warden?

Investigator and Mastermind are a couple of routes but I am thinking more of a dedicated martial

I like concept of a bookworm who takes up the blade out of desperation to defend their home. Strikes me as something where in Game of Thrones they would be knighted and given arms of a quill crossed with a sword

So there is the scholar background to start.
And then probably fighter with the new Combat Assessment

But how to build on this? There doesn't seem to be a lot more along this avenue in the feats list. So would an archetype (multiclass or "standard") be the next best route to go

I know there is Loremaster but it probably doesn't actually add much beyond thematic fit unless you are something like a wizard, mastermind, bard etc

So does anyone who is more familiar with some of the options have any ideas or suggestions?


Can anyone see a way that these can synergise?

Cavalier's charge is 2 actions and basically combines a "Command" for two moves and a strike from the rider (with a +1 bonus).

Incidentally is the important part of this feat that you can attack at any point and keep moving which you wouldn't normally be able to do

To get the Support benefit for the horse you would need to command it to support (and one other action I assume)

So can these be combined? I assume it would have to be a command action to move and support and then two actions to "Cavalier's Charge". Does this work?

Or would a cavalier only benefit from the horse support benefit when not using the Cavalier's Charge feat?


I am about to start playing in this AP as part of a party of 6.

Classes already selected :

- swashbuckler
- Oracle ( not sure which)
- forensic medicine investigator
- alchemist (again not sure which - probably bomber)

Can anyone give me some spoiler free advice on what to play or if there is anything I should absolutely avoid

Probably more along the martial route but melee rogue could be an option?

Any obvious pitfalls to avoid ? For example I assume I don’t want to go skill light given there is investigation elements


Am I misreading the yellow musk creeper entry ?
The failure condition seems worse than the critical failure as the latter allows new saves

Is a duration missing from the failure? Any guesses what it could be?

Also what does the crit fail mean when it mentions “doesn’t end automatically”. When would the fascinate from standard fail “automatically” end ? When hostile actions are taken? That is kind of n/a in the case of the creeper?


Probably more of a discussion of the rules than a question

The new rules for falling into water is it reduces the effective distance by the maximum depth of the water

This is a very big change. So for example Book 1 of Serpents Skull has a 40ft fall into 10ft water. Encountered at level 1 . With an underwater fight at the end

In 1E the creature falling takes 2d3 damage.
In 2E they take 15. This makes it incredibly deadly.

Does anyone have any theories as to why the damage from falling into water has been increased ? Or is does it go the other way in that falling into very deep water doesn’t hurt anymore but in this case you are still going to hit the bottom


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Are there any rules (or suggestions) that cover:

- turning killed wild animals into food
- extracting poison from killed enemies

I have used survival for both with critical success being the number of food “rations”

And on poison a critical failure would be poison exposure .
Is it too generous to give PCs access to this kind of poison without feats / use of crafting?

And I assume someone applying poison would have to put themselves at risk of exposure (not sure what check that would be)


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Here is the link to me 2E conversion of Souls for Smuggler's Shiv

https://docs.google.com/document/d/15h7az0ie_kR3gi2Dnv-vj2ex2t1cNOFhgLtrUNN ZiAA/edit?usp=sharing

I still need to add the NPCs (although they will be almost exactly as Deadmanwalking has posted in his thread in the 2E Advice board)

I have temporarily given up on the treasure as I can't quite turn my mind to it at the moment. The 2E guidelines are far too restrictive. Applying them and spreading 4 levels of 2E treasure around the whole island (even with a 10/20% uplift for a sandbox) results in almost nothing in some places. I didn't want shipwrecks to have a few copper pieces etc.

- I worked out from 1E that the Shiv has approximately 3 times the value in treasure as the recommended WBL for 4 PCs.

- Then listed all the treasure and worked out the proportion

- Applied 3 x 2E wealth generated over 4 levels (975 gp x 3) to these proportions

- Started working out treasure there. Where possible I converted items across.

**The Red text is the value I have left to assign to items in various areas. The extra comes from where items cannot be converted as they are either much too high a level now (e.g. Javelin of Lightning or Candle of Truth) or don't seem to exist at all (Ring of Mind Shielding)

***The purple text was where I was also a bit stuck. I wasn't sure how to make Vegepygmies unique in therms of "fun special abilities" and also unsure on the fungus poison (Mark Seifter told me on his AMA just to have the end point as Death and pretty much do whatever I wanted in working backwards). Vegepygmies have become Leshies at the moment as they were the right level

I know this board doesn't seem to get a lot of traffic but I would appreciate any help or feedback (especially on my monster designs and anything regarding the treasure allocation)


There was a post on this I believe around about when B2 was being released but I can’t remember which sub forum and what it was titled

What monsters have some kind of reaction or ability to simulate that attacking them can hurt the individual making the attack. To simulate (or represent) a spiky body?


What would be some fun "conspiracy theories" in the setting? I think it could be an amusing idea for a character.

But equally completely incorrect information of various areas, regions and organisations could also be potentially useful for Critical Failures on Recall Knowledge checks...


Are the party supposed to get full XP for all of them? Even if they don't participate?

For example I had one trigger at midnight with one PC and Aerys on watch. Aerys killed the two enemies before anyone could wake up with some great rolling

Should I give full XP?

*

Also what happens with random encounters when the PCs go out an explore? Do both the PCs and the camp get rolls against random encounters in theory?

And what do people do if something attacks the camp whilst the PCs aren't there? Just resolve it yourself or take a guess at how you think it might go? E.g. if multiple cannibals attack at night they drag the NPC on watch away if they don't notice? Or does this remove too much agency?

*

Finally if the PCs have traps that deal damage to wandering monsters should them being "triggered" potentially give them a better chance at spotting the enemies? Due to cries of anguish/pain etc? For example I have someone roll a 7 on Perception against Jungle goats which I would take to mean looking in the wrong direction.

But a goat would cry out if they triggered a trap...


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Unfortunately I am not very quick with relevant jokes. Even bad ones

What have others done here? Are there some lists that could be useful?
Or what topics should I try and find jokes for?

I guess islands, cannibals etc ?
Perhaps fantasy ancestry based ones?

I don’t think I am going to currently be able to portray him effectively


There are some pre-existing mechanical traps that have an AC, Fort Save and Reflex Save but no hardness or HP.

How does this work?

It has been a while since I read through the Hazard section in full but I am a little confused on the face of it.


So I have noticed that a healers kit is rather expensive coming in at 1/3 of starting wealth. Many characters can’t necessarily fit this in

If a party doesn’t have one how soon should they be looking to buy one (or should a GM make one available if shops aren’t around)

It seems like the game kind of assumes a reasonable amount of out of combat healing ...


Does anyone think there will be a way off making certain non-finesse weapons into finesse weapons in future releases.

There are several ideas that can’t currently be easily achieved :

- Overyn Martell with his spear from the dual
- Monks gracefully using a bo staff
- the old Shelyn devoted muse with their glaive

Are we likely to see pathways for any of these? How are they most likely to be balanced? Class feat? Skill feat? Archetype dedication ?

And is there any real reason why this might be avoided in the current design space? Dex is no longer the god stat it was in 1E - partially shown by removing weapon finesse as a feat in its own right ...


I was thinking about posting about my current attempts to convert Souls for Smugglers Shiv into 2E, including experience from the actual gameplay whilst also requesting any advice or input along the way

Now it seems like this could either go under:

- General Discussion : as a general discussion on 2E gameplay
- Advice : because I would invariably like some at points
- Conversions: because it is one (but this board seems to have less traffic)
- Serpent's Skull Board : Because that is the adventure

The last one has very little traffic now so I don't think will be overly useful.
Conversions would probably make the most sense but I won't be immediately posting files

(I do intend to post to the Discord but that also has limited traffic on the Serpent Skull side of things)

So what do people think about where to post? I don't really want something flagged for moving straight away...


If a ranger has elected their Hunt Prey target and has an animal companion do both the Ranger and the Animal get the bonus 1D8 damage? Or just whoever hits first ?


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To what extend can this AP be moved to the 2E timeline? I am mainly talking about Book 1

How much of a problem does Vidrian replacing Sargava cause? I can only immediately think of Jask being a prisoner. Especially as he has been hiding for years


I am currently looking at playing Book 1 as a stand alone adventure and giving the players options with what to do afterwards

I am not sure if this is the right place to ask but what might be some good choices to follow on with that make some degree of sense given the location?

Ideas so far would be to move into Skull and Shackles either through Raiders of the Fever Sea or Plunder and Peril (which both ultimately lead to Book 3 of that AP)

There is also a 2E module set in the Mwangi Expanse for level 5 characters due next month (I should note that I am looking at a 2E conversion)

Are there some other ideas? What are common instincts for PCs at the end of the first book survival module? Or are them some other hooks I might have overlooked?


I have been looking at converting some AP volumes and one thing I have noticed is how some 1E APs give our far more treasure than suggested by the a WBL chart

For example Book 1 of Serpents Skull, unless I have made a massive miscalculation, can give close to 75000 GP . WBL for a 4th level character is 6000 so 24,000 for the party. So treble wealth - even if some is consumables

I wonder if this is an outlier . But feel like treasure is always higher. It is basically double in Plunder and Peril (module but still)

And does this apply to the treasure rewards In 2E adventure paths? The book implies a pretty stringent amount of items for a party to get at each level. But is that of the same value as the 1E WBL table?

I would assume as long as I don’t give out items of significantly higher level than the party (nor give them a settlement where they can buy them) then it won’t matter too much as all extra loot will do is enable more options rather than more raw power?


I have just spotted that Diplomacy only changes an NPCs opinion of you for a short term - "only the current social interaction"

So compared to 1E the DC doesn't change regardless of the starting opinion. So it is harder if they are friendlier but a lot easier if they are not

But it is all temporary

Have I overlooked some rules or suggestions on how to change someone's opinion long term?

The Influence system is also specifically called out as being short term as well

I was thinking 3 successes or a critical success changes the (permanent) stage by one? Or do I just look at a more general Victory Point scenario?


Can you only make potions in line with those that currently exist in print? Or can you make any spells of the appropriate level into one like before?

On a similar theme am I correct that Potion of Restoration are not a thing anymore ? And does anyone know why they have been removed?


I am looking at starting up a 2E game (conversion of Book 1 of Serpents Skull as a stand alone)

Right now I am struggling for a fourth player and the three agreed players have picked the following:

- Goblin shortbow flurry ranger
- Gnome fey sorcerer
- Dwarf Bomber alchemist

I am worried that the party is all ranged with no traditional front liner (unless an extra player materialises)

Could this group work or would they have a really tough time ?

I am disinclined to create a burly front liner NPC as historically I have found that at low levels those characters do a lot of heavy lifting and I wouldn’t want three players to be outshone by an NPC

(There are NPCs in the adventure but they aren’t in a position to aid the group immediately )

What do people think?


How important is character wealth to the power curve / challenge level of 2E?

I am looking at doing some converting and my basic principle is to try and look at the proportion of treasure given in a 1E module or AP chapter relative to the 1E wealth guidelines e.g if it gives 50% more in 1E then I should take the 2E basis and increase it by 50%

Is this the wrong approach? Do elements of the system break down if too much wealth is available ? And what if “extra” wealth was in the form of consumables instead - which are overpriced for their level from a purchase standpoint . So in the above example I would allocate normal items and monetary treasure up to the level guidelines and the extra 50% would be in things like talismans ...?

I partly ask because the treasure part looks potentially awkward from a conversion standpoint if you want to keep to the spirit of the 1E modules. For example plunder and peril seems to give out double what you would expect (in gross value) between levels 4 and 7.


A fair few 1E adventures contained magic items that were plot specific such as slaying arrows and bane weapons

These no longer exist. Seemingly by design?

But how could these be replicated or replaced? Say you wanted to a conversion or have an adventure focused on dragon or demon hunting?

Does anyone have any advice?


There seem to be several AP volumes with some major media influences and that actually engaging with those would aid a GM running them. Do people have any thoughts on this ?

What I mean is that for example:

- Souls for Smugglers’ Shiv : this has a very “Lost” vibe and is referenced as an influence by James Jacobs. It seems like seeing Lost would potentially help the running of this?

- Hook Mountain Massacre : the first part seems to be inspired by The Hills Have Eyes .

So what are others like this?
Are there many volumes that it could be suggested have a “must see” media influence that could greatly aid the GM with the vibe?


I know it is not the optimal solution but could this AP feasibly he stopped early at the end of any of the volumes?

It doesn’t seem like you could just do 1 given how it ends? But what about only playing 2 or 3 books?

I guess the problem is that the reveals in 3 plus the creation of the grey maidens in 2 mean you can’t really just leave the Queen situation unresolved...

I ask primarily because I would like to play this but have never completed an adventure path and so was wondering if there are reasonable “jumping off” points like in some other APs


I have just been listening to an actual play podcast where the GM mentioned that he didn’t like “skill dogpiling”.

I hadn’t heard the term but understood from the context. And then stumbled across Matt Colville’s video on this (clearly from a 5E context)

A large part of the points raised in the Colville video seem dealt with by 2Es skill proficiency system locking certain rolls to people

And then there is the risk of a critical fail to stop knowledge dogpiling

But do people still find this an issue? What skills are completely fine to let everyone roll? I know I used to get frustrated in 1E that if everyone rolled diplomacy or sense motive or perception then one person would usually succeed. By law of averages. So at that point it doesn’t become worth even having a skill check anymore


What are the most "modular" adventures best suited to shorter game sessions (90 minutes to 2 hours)

I don't mean thing that need to be completed in that time frame. I mean content that can be relatively easily broken up.

With AP volumes ideally it would need to be something that can stand alone or not "require" full completion of the entire run.

As an example of what I mean. Book 1 of Curse of the Crimson Throne was quite modular from what I recall. There was the opening set piece which could be 2 or 3 of the shorter sessions. Then the transition and role-play. Then a series of missions of varying lengths.

But then the ending of it as written compels you to carry on into, what i recall, was a less modular follow up (but I haven't read 7 days for a while).

-

Hell's Rebels Book 1 is similar but Book 1 really can't stand alone.

*

Context: Looking to set up a VTT game during the current enforced Social distancing. There isn't a lot of desire for 4 hours in front of a screen so PFS is ruled out. So I need something (pre-written) that can be played across shorter time slots and both have scope to continue but also have sensible and satisfying stop off points

***

For options "off the table" (may not qualify anyway):

- Hell's Rebels (already run)
- Reign of Winter (already run)

I would appreciate any help or advice

(I am going to post in a couple of different sub forums on this site as it can arguably fit in AP discussion, Module discussion and General Advice)


What are the most "modular" adventures best suited to shorter game sessions (90 minutes to 2 hours)

I don't mean thing that need to be completed in that time frame. I mean content that can be relatively easily broken up.

And if the answer related to AP volumes then ideally it would need to be something that can stand alone or not "require" full completion of the entire run.

As an example of what I mean. Book 1 of Curse of the Crimson Throne was quite modular from what I recall. There was the opening set piece which could be 2 or 3 of the shorter sessions. Then the transition and role-play. Then a series of missions of varying lengths.

But then the ending of it as written compels you to carry on into, what i recall, was a less modular follow up (but I haven't read 7 days for a while).

-

Hell's Rebels Book 1 is similar but Book 1 really can't stand alone.

*

I have come up with options from APs - are there any modules or bumper modules that might work for this?

**

Context: Looking to set up a VTT game during the current enforced Social distancing. There isn't a lot of desire for 4 hours in front of a screen so PFS is ruled out. So I need something (pre-written) that can be played across shorter time slots and both have scope to continue but also have sensible and satisfying stop off points

***

For options "off the table" (may not qualify anyway):

- Hell's Rebels (already run)
- Reign of Winter (already run)
- Emerald Spire (no real interest in running)

I would appreciate any help or advice

(I am going to post in a couple of different sub forums on this site as it can arguably fit in AP discussion, Module discussion and General Advice)

I might also be looking to convert to 2E


What are the most "modular" adventures best suited to shorter game sessions (90 minutes to 2 hours)

I don't mean thing that need to be completed in that time frame. I mean content that can be relatively easily broken up.

And if the answer related to AP volumes then ideally it would need to be something that can stand alone or not "require" full completion of the entire run.

As an example of what I mean. Book 1 of Curse of the Crimson Throne was quite modular from what I recall. There was the opening set piece which could be 2 or 3 of the shorter sessions. Then the transition and role-play. Then a series of missions of varying lengths.

But then the ending of it as written compels you to carry on into, what i recall, was a less modular follow up (but I haven't read 7 days for a while).

-

Hell's Rebels Book 1 is similar but Book 1 really can't stand alone.

*

I have come up with options from APs - are there any modules or bumper modules that might work for this?

**

Context: Looking to set up a VTT game during the current enforced Social distancing. There isn't a lot of desire for 4 hours in front of a screen so PFS is ruled out. So I need something (pre-written) that can be played across shorter time slots and both have scope to continue but also have sensible and satisfying stop off points

***

For options "off the table" (may not qualify anyway):

- Hell's Rebels (already run)
- Reign of Winter (already run)
- Emerald Spire (no real interest in running)

I would appreciate any help or advice

(I am going to post in a couple of different sub forums on this site as it can arguably fit in AP discussion, Module discussion and General Advice)


I am looking into converting some of the PF1 content to 2E

Treasure looks to be potentially awkward.
There isn't always "like with like" swaps in the new system

I have seen guides suggesting to look at what PCs should have per 2E item wise (party wealth table) at each level and then apportion that out

That can be tricky when APs have vague points where it suggests levelling

It also doesn't fully account for sandboxes where more loot is placed in case it isn't all found

The accountant in me would just like to make a list of all the treasure in a volume and price it all up. The compare that % of 1E WBL to get a ratio which I can then apply to 2E WBL and backwards apply to each area. ANd then do a final sense check.

To some that might sound just a complex if not more so. But it doesn't to me.

So with that in mind are there lists people have made of what treasure appears within a certain volume of an AP. I know I have seen this for at least one but I cannot remember which.

Before I scour the forums I just wanted to reach out to see if anyone knows of any? Or to warn me that they may have been removed if not allowed...


I am sure it is in the guide but I seem to have missed it. 80 pages is a lot

How does it work if I GM scenarios and then want to make a PC and play with other people? Do I get experience ? Do I have access to the boons from each chronicle sheet? Do I fill out my own chronicle sheet for myself if so?

And can I spit XP between characters? (Not that I have any registered)

I am sure this is in there - what page(s) do I need ...?

Thanks


I got a Harrow deck for a crimson throne game that didn’t really last

What class / build makes the most regular use of the cards? (And one that is at least half decent in a game)

I recall a harrowed summoning feat? So perhaps a sorcerer with that ?
Are they all summons related ?