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Totally agree, maybe something homebrew with the simplified rules would be better.


Hey Guys!

Just ran the beginners box with my 9 year old brother. I just chucked in an extra 2 PC's and off he went. To my surprise he seemed to love the whole experience and understood the basics of the game. He's really keen on playing again, which makes me a very proud brother :D

My question is what is the best course of action? I'm all for starting an adventure path but things that worry me are scaling and the suitability of a campaign for a 9 year old.

Any help will be much appreciated :D

Kalacha


Outlaw Corwin wrote:
Oh dear sweet Science, do not allow those two classes. I've seen warlocks in action and that extra damage is just as annoying and broke as you fear. Looking at what the necromancer gets that's some scary stuff too. DR better than a barbarian, infinite decent touch attack that doesn't provoke, selective negative channeling? Spells are kinda meh but no way José. You're being way kind or naive or, as you stated yourself, inexperienced. To be honest you screwed up from the start. Too many people & those two classes. Now you're gonna struggle. I'm sorry for ye, best of luck amiga or amigo.

Thanks for the info. I totally agree with everything you said. Although I was more fussed about the Warlock. Regardless thanks for giving it to me straight. I'll have to come down hard on the players with the converted classes.


Pan wrote:
I run for 5 players and I keep them 1 level behind the advancement track. I don't use XP so I cant be much help to you there. I think the best thing you can do is frequent the Rise AP forum section for specific advice on how to handle things. When running an AP its a great source of info and inspiration regardless of number of players too.

Run a game without XP? Sounds interesting, How does that work?

For only using the Core rule book, I totally agree. However, they are attached to there characters already so I cant just tell them to remake.

Thanks for the info guys. I'll head over to the Rise forums and take a good look.


Hey Guys!

Like the title says I'm going to be running a 6 man Rise of the Runelords campaign. Originally it was 5 PC's but a good friend caught wind of your first game and now is joining us.

To get to the point I'm feeling overwhelmed. As a New DM I'm finding it hard to balance the game for 6 people. To my understanding the ROTRL adventure path is designed with 4 people in mind.

Currently I have a team consisting of a Warrior, Ranger, druid, a converted Warlock and a converted Dread Necromancer. Where still making the new guys character.

The conversions can be found here http://paizo.com/threads/rzs2n49i&page=last?The-Warlock-A-Conversion-fo r-Pathfinder

IMO eldarich blast breaks the game. 2d8 damage at level 1 with no roles? OP

http://www.pathfinderdb.com/character-options/classes/full-class-list/1430- dread-necromancer

Anyways can you guys give me any tips? Anything you can help me with will be much appreciated.

Thanks!
Kalacha