Hey there. I'm currently running my players through Queen & Empire. They
Spoiler:
went with Vasvion. One of the PCs had had a bad experience with Hellknights in his past, and didn't think it would be a good idea to associate with someone on their bad side. They did manage to string Sethic along long enough to enjoy Lazaric's magnificent pork dishes, before putting it out of business in event 4.
1 person marked this as FAQ candidate.
1 person marked this as a favorite.
Hey, everyone. I feel like I've missed something.
From pg. 203 of the CRB, you cannot wear heavy armor while in power armor, but you can wear light armor. When you do so, you take the better EAC and KAC, between the power armor and the light armor.
However, I cannot for the life of me figure out how armor upgrades work when you do this.
It would seem fairly obvious that the upgrades in the power armor would function as normal, but it's a little iffy, with the upgrades on the light armor. For example, I can't think of a reason for infrared sensors on the light armor to stop functioning, just because you're wearing a small tank over it, but less so the jetpack upgrade.
It's easy enough to make a judgement call, as a GM, but I was wondering if it's codified anywhere.
I find myself dreading large groups, wether as a player or GM. Beyond the usual table time issues, I enjoy immersing myself in stories and my character's, and when the group is big enough that no one can remember each other beyond "that tiefking" or "the one with a mask," it really brings me out of it.
I also don't like when players' language revolves into memes and jokes. You can only respond to so many requests or comments with "that's racist" or "raep" before I stop talking to you.
Somewhat tied to the former, people that show up but clearly aren't there to game. I understand you just want to have fun, but five other people have set these four hours aside to dedicate to having fun together in a specific way. You don't have to be here if you don't want, but if you do, we do kind of expect you to participate or at least not detract from the game.
I actually like to permit Leadership in the games I run. Paizo's APs tend to have a bevy of interesting NPCs that tend to disappear very shortly after they stop being relevant. Whenever a player of mine expresses interest in taking Leadership, I will emphasize NPCs that they have met that seem interested, which usually makes the character's integration feel far more natural. Other times, they will go out of their way to get who they really want. For example:
Carrion Crown spoiler:
In book 3 of Carrion Crown, one of my players, a bard, took a shine to Duristan Silvio Ariesir, and he showed an attraction of curiosity, in return. When they later discovered Duristan had become a werewolf, the cleric used his prepared Abayence, temporarily suppressing the curse. The group managed to talk down Duristan, and over the course of the following session, convince him to come with them (as a cohort to the bard) and try to find a way to eliminate his curse. To balance the character a little, I removed his Aristocrat levels, once he joined the group. As for followers, the player and I agreed that they would not have much rhyme or reason, in this particular campaign. She decided that, once everything was said and done, she would gather followers and try to fully restore the Stairs of the Moon, and possibly use the Dusk Moth ritual to cure Silvio.
Or
Hell's Vengeance spoiler:
I permitted the Tyrant Anti-paladin in the group to take a modified version of Torchbearer, to add Cimri to the group. By the end of Hellfire Compact, she really would have no desire to stay Longacre. At level 7, the feat will become Vile Leadership, rather than Leadership, to suit the campaign. The anti-paladin's player has informed me that he intends to send his followers to Longacre, to use the town as a base of operations, and to staff the now-defunct tannery.
That was more ramble than I anticipated, but I find that cohorts can add a lot to a character, and if done right, followers can make a lot of sense for a character. I trust my players to not abuse my allowances, and they trust me to permit things they will find enjoyable.