The Fifth Archdaemon

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I've read through the rules once and have no interest in using them. Abstract large battles are really difficult to do in TTRPGs, and unfortunately the Kingmaker rules go the wrong direction with them and make them more crunchy and clunky than they need to be. I'm thinking of establishing some sort of system where my PC rulers give "major orders" to their armies, and then I play it all out in the downtime between sessions.

What did your players think? Were they engaged by the warfare rules? Or just kind of bored?


This is excellent. Thank you for putting in the work with this!


That's it exactly! Thank you.


Hello hello!

A while back I stumbled upon a monster that I really liked, and I forgot to bookmark it. Now I've forgotten its name!

It's a monster that is built around *thought*. It has whatever abilities people believe it has. I remember having some sort of fear capacity, but the main thing is that it possessed abilities based on what the people around it believed it could do.

Anyone know what this monster is?

Thanks!


Thank you for necro'ing this thread. I wouldn't have stumbled across it otherwise.


Gristoufle, thank you very much for that! I've gone and placed an order with that company. Hopefully it all arrives!


Hoff isn't just the patron of the Hell room, he's also the owner of the House of the Planes. He loves the secret society aspect of the place and how needlessly stylish and byzantine it all is. Perhaps he told Pharasma not to tell anyone where he is, but instead told her to give them clues and lead them to other rooms. Hoff is a showman and an appreciator of theater, as is evidenced by his club. He wouldn't give an audience to just anyone.


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Hello! I am preparing to run Kingmaker!

Of the various modifications I'll be doing, I was thinking that it'd be fun to give my players some blank hex graph paper and let them actually map the Stolen Lands themselves, while I follow along with the map in the book and tell them what they find in each hex. Essentially it'll end up with the players having created their own map of the Stolen Lands, including the dark spots that they didn't ever explore.

To folks who have run the campaign: Do you foresee any complications with this?

Thanks!


So my players and I all come from years of playing Call of Cthulhu, which utilizes the BRP system. We've been playing Pathfinder (and d20 in general) for about a year now, and we love it. One thing that my players really miss from BRP, though, is active defenses. With the d20 system, all of your defenses are passive (they're a number that the opponent is trying to beat). In BRP, when someone hits you with an attack, you are allowed a "dodge roll." You basically just make a roll to see if you avoid the attack, at the cost of your attack action on your next turn.

My players really miss this. They say that actively trying to avoid attacks made them feel more immersed in combat. So I was thinking of giving it back to them in Pathfinder.

Here's what I've thought of:
When an opponent successfully hits you with a melee weapon attack, you can attempt to parry it. You'd make a single attack at your highest base attack bonus, and if your roll + modifiers is higher than the attacker's roll + modifier, you successfully parry the blow and negate the damage. If you choose to do this, however, you forfeit your standard action on the next round.

So what is wrong with this? How will this blow up in my face? I've only been playing for about a year, as I said, and I still haven't grasped all of the little nuances of this game. If you see some gaping, terrifying hole in this home brew rule, please point it out to me.

Thanks!