Is Errant's page

Goblin Squad Member. Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS


My current campaign started in 3.5, with rolled stats and HP. The druid was tougher than the paladin. So, after when I gave everyone a reset at 3rd level after the first adventure, and when we swapped systems to Pathfinder (with 20 point buy), I offered my players the choice of either average HP, or max HP each level... with the caveat that I'd apply the same rule to the mobs.

They chose max. The only complaint I've ever heard since then (just about 6th level now); <insert expletive here>, that <insert mob here> is still up? Kill it!

Not frequently heard, neither. (also, is usually uttered when I know the mob has single digit HP left)

But, ya'll's mileage may vary. I'm happy with the fixed system, mainly because EVERYTHING else in chargen is selected (under current running).

I do miss some of the elements of random generation, but with the wealth of options out there now, I'll let char generators/CRPG's do the randomness. P&P takes extra time, so I'll take the extra control.

Also, props to the one who suggested maxing heal spells out of combat... I may work that in as well. Thinking maximized OOC for spells cast, and fixed half of die for items.


0gre wrote:


Quote:
Although, even the CHARACTERS don't have to hate each other. Originally Jekyll LIKED Hyde. Hyde wasn't really EVIL and MEAN... he just did What he wanted... when he wanted. Pure impulse and freedom. Jekyll was jealous of that, and CHOSE to become Hyde by taking potions all the time... only after Hydes urges started getting darker and scarier did he try to stop... but in the beginning it was similiar to going home and relaxing with a cold beer...
Yeah, I think the relationship between the two can vary significantly based on whatever relationship you want to establish. My wife's character is a half orc trying to expunge the weak human parts from her system through alchemy so she considers her mutated form an upgraded version of herself.

Heh, I'm amused. I've got a Half-Orc Barb/Alch headed towards Master Chymist as well, who's doing the opposite thing. He tries to be as smart, urbane, and human as possible... but the lure of the destruction and learning in alchemy, and the safety of mutation and raging keep sucking him in.


I usually run outta a setting, however, I'm one of the ones who barely has time to play, let alone world-build as a DM. So, I chintz it. Prior to starting the campaign, I warned my players that I'd be running a large amount of modules, and if that wasn't what they were interested in, that I'd be glad to play with them another time. No player backed out.

So, while my campaign notionally exists in Golarion (and damn the lack of deity info in core book), I have my own lil' city within it that I create more of as needed on an ad hoc basis. My players are running PC's that are contracted/mercenary/crusader adventuring peoples who are working for an organization run by former PC's of mine (3.0/.5 Epic legacy guys). The organization (The Irregulars) run around, doing good things for people. The founder wants to help everyone, including upstart adventurers, and realizes that if his epic-ass goes all over, he'll A. burn out, and B. most s@!& will be too easy for him.

So, I have access to teleportation/gating, and convenient plot hooks to get players sent to the next module, as well as enough s%#@ I make up on the fly that maintains interest and camouflages the rails between modules. Players haven't b@#@+ed yet, and we've been going since fall, and almost lvl 6. *shrug*


John Kretzer wrote:

While it would require work....ever heard of Dungeon Crawl?

Stip out the modern aspects of it...the sports aspect of it etc. Just have a evil wizard trap two groups in a dungeon...whoever gets to the middle first wins a great prize.

The wizard is doing this due to a mix of boredom...insanity...and wanting to test out a few new tricks.

As to timing and coorindation....what kind of tech due you guys have access too? Doing it online would be the easiest I would think....but since I don't use those things I have no idea how possible that is.

Is a college campus campaign, so would pro'ly wind up using two adjacent conference rooms to segregate, and comm back and forth via laptops/wi-fi. Worst case, just run both in the same room, but would like to avoid that until they realize they are competing against each other.


RAW - Improved Damage Reduction cannot be taken until level 8 (Core).

However, is that because the Barbarian does not attain any Damage Reduction until level 7, and therefore level 8 is the first opportunity to increase it?

Curious, because of the Invulnerable Rager variant for Barbarian, which drops Uncanny Dodge, Imp. Uncanny Dodge, and Trap Sense in exchange for earlier Damage Reduction and Endure Elements, and I'm wondering if it'd be breaking to allow the Improved Damage Reduction rage power for a sub-level 8 Barbarian.

RAW would say no, but since APG came out after, wondering what intent would/could be.

Thanks all.


Shameless bump for more views/possible more responses.


So... I run an 8 player party, which is the bad news. The good news, is one of my players is a competent DM from D&D 4.0, and has expressed interest in running adventures within my campaign (since I much prefer playing, but when you're the only one who'll DM, ya get stuck). He wants to run some adventures on his own, but we also have the evil idea for a competitive/split/simultaneous adventure, breaking the party into two smaller groups...

One of the thoughts we've had is a simultaneous dungeon crawl, culminating in a minor board game, with the players unknowingly versus each other... Obvious choice was chess, but also I've got the masochistic idea to play a game of Archon (OLD school Commodore 64 game, chess-like, but with live combat). Any thoughts on best ways for implementation/timing/et cetera for such an idea (either the chess, Archon, or straight competitive run) would be greatly appreciated, especially if you've tried this trip afore and have some tips/tricks/do's and don't's. Largest sticking point I can see is how to resolve combat/initiative/movements.

Much obliged, all.

(Rough party notes, all level 5 currently, have a Human Paladin, Dwarven Monk, Halfling Rogue/Fighter, Elf Druid with Bear, Half-Elf Bard, Halfing Evoker, Human Sorcerer, Half-Elf Inquisitor. The alt-DM is the Dwarven Monk, either have him DMPC it for the adventure, or just have him "wander" elsewhere.)


To all: I'm certainly going to point-buy, was sold on that afore posting.

@Daniel - Thanks for that, I had done that myself outta curiosity, and was amazed at the breadth of the spread, kinda what sold me on Point-Buy. Initially, I was just going offa total modifiers, but I guess I lost track, cause those are about as outta whack [+4, +10, +7, +6, +9, +4: same order as initial post].

Am more curious if the power disparity seen by the Paladin is there or not, especially with the change to Pathfinder (going into the setting cold, not played nor GM'd a Pathfinder game), a la 3.5 Monks and 3.0 Rangers sucking, 3.5 Druids being awesome-sauce and 3.5 Wizard being hostile-takeover GM's. Class wise, the Paladin is set on the character... unsure if a new character will happen or not.

The level disparity in the party is from late joins to the campaign, not missed games, though I've not been awarding EXP to players who haven't shown, not as a punitive thing, but since their characters aren't there what risk/reward is possible (I have absent PC's "ghost" with the party as a whole, so mebbe toss out reduced awards or something?). That is a different thingy though, and while thoughts are appreciated, not the crux of the matter.

Still trying to figure out how to best balance this, if a balance adjustment is needed. The Paladin feels ineffective, but is attached to the character due to the Paladin being the only character all members of the party like, respect, and will listen to. Orisons to Pally's, altered/faster spell lists, extra LoH, et alia... Any thoughts/ideas, or is the disparity mainly caused by the stat difference, and the abilities for a Paladin will "click" and mesh into something stronger than what is immediately apparent.

Final Issue:
Lastly, the Paladin is played my wife and she has acknowledged that she doesn't want special favors by virtue of the relationship.
So, with that in mind, I've turned to ya'll for an outside and different perspective on balance.


Here's my situation, I'm running a rather large campaign (7-9 players), and have gotten the players almost through their first module, most getting to level 3. We started in 3.5 (core rulebooks only), and I'm allowing for full rebuilds after this module, because we are rolling over to Pathfinder (Base Guide and APG for sources). I've noticed a few issues with how I've set this up (my first sustained campaign) and will be attempting to address them at the rebuild point as well. Namely, I had players roll for stats and HP (post level 1), and while I used the same method for generation(6 4D6, put them where ya want) the stat spread is NOT even through the party (stats are rolls, I'll give classes and races with the numbers):
11, 17, 14, 10, 12, 07 - Ranger 3, Half-Elf, Archer
15, 14, 14, 17, 13, 11 - Druid 3, Elf, Wolf Companion
12, 12, 09, 16, 11, 16 - Rogue 3, Halfling
16, 13, 13, 08, 12, 12 - Barbarian 2, Half-Orc, Heavy RPer
07, 12, 12, 16, 16, 16 - Sorcerer 2, Human
15, 08, 12, 09, 13, 15 - Paladin 3, Human
Not available - Fighter, Human
Not Available - Wizard, Halfling

First change I'm making is swapping all to point buy, debating between 15 or 20, to even the disparity in attributes. Additionally though, I'm wondering about balance between classes.

Last two sessions, the wizard and fighter have been absent, leaving the main melee duties falling on the Paladin, with the Barbarian jumping in when she overcomes her RP'd cowardice. As a result, the Paladin has been taking a large share of the abuse mobs deal, and also seems to be underperforming in damage (Greatsword and low rolls, plus lower mobility from needing to be in Heavy Armor). The player is getting frustrated, especially when comparing abilities and utility with the other classes (specifically the Druid), and feels underpowered both in 3.5, and not much of a change to relative power within the party when we switch to Pathfinder. I'm mainly a Fighter or Rogue player, and so am unsure how well it all stacks up... but I'm unsure over the underpowered-ness of the Paladin class, however, the Druid definitely looks a little too strong (thinking on a few adjustments, but unsure what).

Advice, suggestions, et alia? Players are being given the option to create brand new characters at the rebuild, using same Exp levels and acquired GP/gear, in addition to just rolling over current PC's to Pathfinder. Figure there's going to be some monkeying around anyways when I reveal point buy for stats. Also, trying to sort out if the apparent disparity if from the Paladin's low stats (comparatively) or if it is just inherent weaknesses in the class itself.