This is the issue I had in Rise of the Runelords and it took a bit of time for me to be able to get the balance about right. I went the advanced template route, but this usually caused 3/4 BAB classes to struggle, saves to succeed more often than they should and it gives an artificial difficulty for these monsters, sometimes simply putting them out of reach of players at certain levels and creating long drawn out fights. It was much easier to balance out Curse of the Crimson Throne and Second Darkness since I rewrote most of the encounters when converting them but, Reign of Winter with 5 players was going to create challenges. My players have a significant amount of game mastery and we use Dreamscarred Press materials (It is powerful, but its so well written and designed we just can't help ourselves.). The best method is to shuffle your NPCs among the dungeon, action economy is the best way to balance for better and more numerous groups, especially in boss fights. Single NPC fights are reserved for very powerful monsters and I never leave a boss fight with just a single NPC. Throwing in a handful of mooks gives a distraction for the players and allows your boss some breathing room to do his thing (sometimes!) Don't be afraid to make changes mid-game based on what the parties doing, have NPCs run from fights and group with others. Have roaming guards in hallways walk in behind if the PCs don't make pains to clear everything before engaging high profile targets. The first thing you need to do is go down to 15 Point-Buy though.
Completed: Rise of the Runelords In Progress: Curse of the Crimson Throne (Pathfinder Conversion, currently on book 2) On the slate: Second Darkness, Legacy of Fire or Council of Thieves. The way we run it is I give achievements out at the end of each book (nice little slips with a point value.) On book 4 my players do a vote for one of the next 3 APs, the person with the highest achievement point total gets two votes. When we're done whatever that is we will have those options -the one we did +Kingmaker. I tie in all character storylines with the previous adventure paths (In our Curse game, the father of one of the Runelords character is a party member and there are plans to tie in some of the choices that character made in.)
There are a lot of really good old modules, but a lot of them are really starting to feel dated. If I look at an AD&D module and a Pathfinder AP book the difference is product quality is huge! Personally I have a very hard time going back and playing old books, they're definetely are gems but they have aged. That being said I have never been disappointed by any of the Adventure Paths, even the ones that folks say are not as good.. I can always manage to alter it enough to have tons of fun with my players and really that's all that matters, so Paizo owns my soul until they stop publishing stuff.
Andrew Betts wrote:
I think that may be correct, but they also may do it regionally (US before doing Canada as it would explain why I didn't get mine with the RPG Subscriber's only.)
Chemlak wrote:
With most books it's fairly easy to be, I'm always excited for them but never like this... this is THE BOOK.
Post it notes are really helpful. As for memorizing APs, I usually do a full-read through, as I'm doing Curse of the Crimson Throne and converting it myself I go through it slowly as I change things, then the night before I read what we'll be playing through. Don't worry about not getting everything right as long as everybody is having fun, I also find that at times when my players are discussing among themselves about what to do next or doing things in character, I slip in to read a couple things that I can't quite remember.
I have this little wooden chest, when my players earn loot I have a slip of paper folded up. This paper on the exterior says "Weapon" or "Armor" or "Vial".ect.. it has the weight on it, where the loot came from (Boss name or location (A9), this is just so I can keep things organized) and the DC to beat to identify the item. So for Example with a Cloak of Resistance: Cloak, 1 lb., A9, DC 20 Spellcraft. This folded paper is closed with a paperclip, which they can open and reveal the inside by beating the check. Inside will have: Cloak of Resistance +1, 1000g. Or any other secret details. Players have the ability to look-up items on their phones. What this does for my group, besides being really fun to open up a chest and tons of paper slips is save time for me reading off loot. If you are looking to increase play-time, this definitely works. If they fail rolls they can go back to it on another game day to Identify the item and I don't need to check what item it is by rolling back to a previous page. This does however create some extra prep for the DM, so be ready for that.
Dotting for interest. I know you said no to Gunslinger, how do you feel about the Bolt Ace archetype? The gun is completely replaced with a crossbow. If you'd rather avoid it completely I'd probably settle on either a Ranger or bow archetype Fighter but I'd like to give it a try. http://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo--- gunslinger-archetypes/bolt-ace
Ian Bell wrote:
I'm about to start my CotCT run soon as well, we just have the fight against Karzoug in a couple weeks and we're rolling characters immediately after. I intend to level my characters whenever progression calls for it, and I would suggest doing the same to avoid murderhoboing. These are the points I intend to level after. To 2nd Level - After the Fishery
Ending the Campaign at 16. If I could remember where I could find the huge post detailing the benefits of leveling players when they reach a milestone over using the XP systems I would paste it here. If you are also interested in character conversions here's what I've just completed for Edge of Anarchy, just remember I've personalized and altered a lot of the NPCs and expanded them. https://www.dropbox.com/s/7bah23bgc7s5ewk/Edge%20of%20Anarchy%20Character%2 0Compendium.doc?dl=0
A Railroad is at any point in an adventure where the players are guided to a specific place in the story or an end goal. So when they are tasked with the collection of a specific rare magic item whose location is in the mystic cave the players are railroaded into going there. If the GM were to sit down and ask the players where they want to go and have a contingency for anywhere they would go and/or do then they wouldn't be at all railroaded. If they were doing that and got to some place that would give them a specific goal then they would be boarding the rails and going along.
Anzyr wrote:
Yeah, and if you were to create a quest for the players to go to yon keep and slay the Giant king then they are on the rails as there is a directly intended route for them to go along with a specific end in mind, Killing the Giant King. If the players decided to say screw that and just go drinking in the tavern then they are off the rails. Just because you are being railroaded does not mean you can't roleplay, they are not mutually exclusive.
Anzyr wrote:
Know what your players are capable of and ensure that your Big Boss has ways of surviving/defending itself against it. That being said all games have some railroading regardless. Anytime you direct your players towards a goal/quest you are putting them on rails. I'm not sure where all this anti-railroading stigma came from because there's also nothing wrong with it.
Pathfinder in comparison to D&D 5th definitely has the ability to be very focused on numbers, there is much more that goes into creating your character from a Numbers perspective and a lot more to keep track of. However I find the argument that because the game allows for more focus on technical aspects that it detracts from Roleplay to be a very poor argument. Roleplaying occurs when players immerse themselves in the setting and interact with NPCs that feel very real and that can easily be achieved even with a complex system like Pathfinder. Pathfinder might cater to players who like a combat heavy environment but it doesn't have to, you can choose to omit combat encounters and modify them as you see fit. The Adventure Paths serve as an excellent framework for anything you want to do with them, but if you want a world that dynamically changes at the whims of the players then you really need to write your own adventures because there is no way any company can account for as much variation as such... or you need to be able to change the adventure on a whim.
Well Baba Yaga's pet Goldfish was about to plunge the world into Eternal Winter, anyone who puts the fish down is definitely a hero. From the Adventure Paths I've read any of the Final Bosses being victorious usually means pretty bad things for the world or at least the section of the world they are active in.
Just curious, because I play with very close friends and no matter how stupid they are I would never not re-invite a player back. Was this a group of random folks from an LGS, because I hear plenty of stories of groups breaking up and I just don't see that as plausible with my current core players, I mean some of our side players have stepped away but I guess I don't understand the concept of just not being invited/everyone just quitting.
A lot of the NPCs should be updated to fit ACG and APG equivalents if they made a hardcover if they want to make it compatible with the current pathfinder material. I like a lot of my own personal conversions but I'm sure that Paizo already has in mind what they would do with the classes if they could expose CotCT to a remake.
We have Jeremiah, the squire of our groups chevalier who showed up one day after the retaking of fort rannick and has been showing up randomly ever since at convenient times where everyone now thinks he is an evil spy except the chevalier who won't hear any wrong about the guy. There's also nakamura bonzai the son of a timewareped Japanese samurai from a side adventure we ran showed up and became the fort rannick sushi chef and prepared the black magga for them to eat.
If you want to get your players more used to Roleplaying, ditch experience as a system altogether. An issue I've had with new players is that they begin to view enemies as numbers rather than seeing them as something living because they need to kill for experience in order to have their character progress. Removing experience and leveling them at milestones allows you to nullify the kill them all mentality (Except for loot, greed elementals will always kill for loot, our resident greedy sorcerer is still having nightmares over an NPC with a Staff of Hungry Shadows they let go.)
Short Interlude:
Male Human Inquisitor of Abadar 2 / Brawler 1
Tied to a chair, a man gasps for air. The room is blurry, but that tends to happen when you can only open one eye.. He needs to continue blinking to keep the blood out of his other. With a cough a sudden sharp pain in his chest erupts, multiple wounds begin to flare up where a moment ago he was completely numb. 'Awake at last, I thought for a moment that I had put you down.' The man manages to stop coughing long enough to look back up. Sitting in a chair opposite at him, hooded, his stern gaze fixated back at him and bearing the mark of the First Vault. At first he was unsure what he did to deserve this, until seeing that mark clasp unto his cape. It wasn't his first visit from the bank of Abadar following up on his debt, far from it. For years he had managed to evade and deceive them... that's when they decided to send him. The Collector. 'You know I always loved to say we can do this the easy way or the hard way.. but you had that choice.. I'm the hard way.' Another blow to the abdomen causes an eruption of blood as he shifts in his seat. 'Now I don't suppose your going to tell me where you keep it stashed.' After a moment to catch his breath, he manages to get three words out.. the most painful words he ever spoke. His jaw was most definetely broken and he couldn't feel his lips but he muttered 'Go to Hell'. After a chuckle he gets right up in the mans face and says to him, 'All in due time, for now lets see how long you can hold out until it's time to send you under.' A crack then a scream, it wouldn't be the last one until he confesses where he had hidden it. Chump change as it is the man had to be made an example of, the Bank of Abadar is not below using these tactics when necessary.. Civility has consequences after all and the Collector and those like him are very effective at what they do. When the collectings done, he heads over to deliver the gold.. but not to the bank itself, that would draw much too much attention at a prestigious institution. A small safehouse run by an less then reputable bookie in a part of town where a piece of gold can get a man killed.. the perfect hideout. The pouch of gold, hits the table with a jingle.
The man pours out the bag on the table, barely twenty gold left of the two-hundred gold debt.
Silas grinned, Magnimar has been so boring recently and there might finally be something exciting going on.. where would he be going he wondered. Surely it had to be either Riddleport or Korvosa for something so important.
As he poured the small pile of gold in the pouch he looked up at Silas.
Character:
Silas Hawkes
Male Human Inquisitor of Abadar 2 / Brawler 1 LE Medium Humanoid(Human) Init +6;Senses Perception +8 Favored Class: HP -------------------------------
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Inquisitor Spells Known (CL 1st; Concentration +3)
Order Inquisition: Mantle against Chaos(Sp) 2 Min./Day
Base Attack +2.5; CMB +5; CMD 15 Feats: Improved Initiative [Level 1], Toughness [Human Bonus Feat], Improved Unarmed Strike [Brawler Bonusn Feat], Weapon Focus(Unarmed Strike) [Level 3] Skills: Knowledge(Dungeoneering, Local & Religion) +7 (+9 to identify the abilities and weaknesses of creatures), Intimidate +8, Perception +9, Sense Motive +9, Survival +9, Swim +6 Languages: Common, Dwarven Adventuring Gear: Backpack (2g), Bedroll (1sp), Belt Pouch (1g), Inquisitor's Kit (30g), Canteen (2g) Magical Items: Potion of Cure Light Wounds (50g), Elixir of Truth (500g), Scroll of Alarm (25g) Combat Gear: Masterwork Chain shirt (250g), Ring of Protection +1 (1000g), CLoak of Resistance +1 (1000g, Clasp with the symbol of Abadar) GP = 139 Traits:
Seeker - A criminal is usually hard to find, a criminal in debt is especially hard to find. A vigilant eye is required to find these folks. Any feedback would be appreciated.
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