Bard Worshipper of Desna

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211 posts (330 including aliases). No reviews. No lists. No wishlists. 2 aliases.




I love creating monsters. While I realize it's as much art as science, it's still fun to tinker. This is meant to be something of a boss battle for a group of level 2 PCs (they'll be level 2 by the time they face him), and he is paired with a Skeletal Horse (level 2).

I went sort of basic here. The idea is a capable fighter (a town guard NPC) is killed by a powerful undead sorcerer and reanimated as a death knight that faces down the returning PCs. He's meant to be fairly straightforward: good at fighting, especially up close, and has a frosty aura that he can use against them.

He can also channel a cone of freezing cold through his sword and weaken his enemies. It's meant to be something he can do as an option more than once in the fight, though I might make it more limited-use but higher damage.

How does it look? Does this seem too much, or like it might work well for a tough encounter for a level 2 party?

Death Knight
Level 5
Unique • Lawful Evil • Medium • Undead

Perception +12; darkvision
Languages • Common
Skills • Athletics +13, Intimidation +16
Str +5 • Dex +4 • Con +4 • Int +2 • Wis +4 • Cha +2
Items • +1 longsword
________________
AC 22 • Fort +15 • Ref +9 • Will +7
HP 80/80 • Negative healing; Immunities cold, death, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5; Weaknesses positive 5
Frost Shroud (aura, cold) • 5 feet • Living creatures coming within the aura make basic Fortitude save or take -10 status penalty to Speed for 1 round
Reactive Abilities • Attack of Opportunity, Shield Block
________________
Speed 25
Melee ♦ +16 (versatile P) • Damage 2d6+6 slashing
Longbow ♦ +14, Deadly d10, volley 30 ft. • Damage 1d8 P
Frost Slash ♦♦Cone 20 feet (basic Reflex save) • Damage 2d8 cold plus enfeebled 1 (on failure)


It seems strange to me that Subsist is by default a Downtime Mode thing only. If you are traveling in the wild, do we only use it when we assume nothing else happens after a day or several? Or if we try to use it in less than, say, a day, do we have to have the -5 penalty?

I had some thoughts about this, as I'm trying to make wilderness exploration a fun and engaging part of my game.

Can you have a day with some Encounters and some Exploration, and then at the end of that day assume it's been Downtime enough to roll Subsist for that day? Basically, is Subsist in Downtime *all* you can do for the day, or can we tack it onto the end of a day of Encounter and Exploration?

What about using Nature as a supplementary skill? Identifying game trails, water sources, etc., for foraging and shelters. It could be an Aid to the Survival roll for Subsist, or I was considering allowing it to waive the penalty for trying to Subsist in 8 hours or less.

What do you folks think? This sort of wilderness survival really screams "Exploration Mode" to me, so I'm thinking of ways to make it work better within the rules.


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So, the concept I threw together here is actually one that has interested me for a while. I'd like to make a warrior of some kind that only uses a shield—sometimes offensively, but really focuses on defense, being a bastion that doesn't break.

What's the closest we can get to that in 2E, do you think? Even a warrior with the shield who can also heal her allies would be cool.


One of the three most important things for me with the 2E playtest were the changes to skills. The idea that you could, especially at the higher levels, accomplish truly legendary feats of skill and prowess was a big one. I like my Beowulfs and Heracleses and Legolases and so on. But then when the rules came out, the skills stuff was pretty tame at high levels, and the idea of stealing armor off a guard or leaping 100 feet or swimming for days in stormy waters in full armor seemed to be missing.

Did anything ever happen to that? Is this something we could see in a future version? Greater skill abilities and feats (the game mechanics sense)?


One of the things that I had been most looking forward to was the monster creation system. Indeed, the changes to monster rules in general, and while I like what we have presented, I was hoping for a good rules framework by which to design my own monsters. Is this still going to be a thing? I would very much like to know! Thank you.


I'm assuming they can, because Flurry just lets you use two unarmed Strikes as a single action, and Crane Stance only limits the type of Strikes you can make (unarmed crane wing Strikes), not the amount. But I just wanted to make sure.


I was looking for ways to have my Monk add Dex to her damage as well as attacks, but it doesn't look like it's possible for anyone but Rogues, at least with melee attacks. Is this correct?


Admittedly I haven't been able to review the entire book yet (working on it now, and setting up a game to test it), but I'm curious if the big mythic feats of skill are still in there? It was one of the things I was most looking forward to. If so, where can I find information on how and where you can do that sort of stuff?

Thanks!


These days I prefer more narrative ranges. To me, the need to have a range of 50 feet versus 70 feet or the like is both unnecessary and often ignored in favor of a more generalized range assumption, anyway. "So, my range is 50 feet. He's 57 feet away even after I move. I can't hit him?" And if the GM allows it, why not 60 feet? Why not 65?

To me, something more broad and narrative, like "short range (across a tavern commons room)" versus "medium range (the far side of the courtyard)" versus "long range (across the bridge)" are a lot easier to manage, especially in theater-of-the-mind play. This kind of thing would be simple enough to implement as a rule option, even as a 3PP kind of offering, but I was just curious what the devs thought. It also requires a bit of change to movement, but in the games that use it, I find movement to be generally better, as well. It also better supports the sort of fast, dynamic action that fits a lot of fantasy scenes.


I posted this in another thread, but it's easy to miss it. So here it's in its own deserving topic!

I know you guys aren't going to release extra spoilers or anything, but one thing that has been a huge problem for me since D&D 3E (persisting even now into 5E, where the guidelines are so loose that CRs are often meaningless) is designing monsters. So what you have said about monster design in Pathfinder 2E is of great interest.

I love being able to design my own monsters, especially if the rules for such actually produce something that meets projected challenge levels. Will you talk more about this sometime, or ever share some of the process? Everything sounded very promising so far. If it's not a total headache, I'd love to create a lot of my own foes for my games! Yes, you can reskin monsters, but I like it when there's a system that works and the math is good, and you can design interesting opposition that also matches expectations.

Related, but it sounds like monsters aren't going to be designed 100% like PCs? If that's true, that's great. I used to prefer that, but then I realized how unnecessary and also headache-inducing it could be. Simplified is better for me (though I don't prefer too simplified). So here's hoping for some great monster design rules!


Hi there! Some of you may know me as Claire Redfield over on RPGnet. I wanted to discuss my game, City of the Dead, which is now live on Kickstarter. This isn't just a drive-by link deposit, though. I wanted to discuss the game with you folks, answer some questions, and hopefully show you why City of the Dead is a game you'd be interested in backing!

Let's start with the basics and go from there, yeah? Some of this is taken from the Kickstarter page, for those folks who want to look here first. If you like what you see, please spread the word. I really want this to succeed, and launch a new line I can produce lots of great content for!

What is City of the Dead?
As you might suspect from the name, City of the Dead (or "COTD," if you please) is a zombie apocalypse roleplaying game. Some of you love zombies and apocalypses, others love only one part of that equation. That's okay! The game actually caters to all kinds of players. COTD is set in The City—a plug-and-play setting that provides detailed but nonspecific locations. You can take pieces of The City or the whole thing, drop it anywhere in the world, add the desired local flavor and be good to go. It's generic, but that isn't to say it's vaguely defined. On the contrary, locations like City Hall or the City Zoo, or the Penitentiary, are all given lots of detailed descriptions and rules for things you might see there, how they could serve as a temporary or even permanent shelter in The City, etc.

You're a Survivor. It's what you do. You were strong or smart or maybe just lucky enough to survive the initial Plague. Now you band together with your fellow Survivors to form Communities or maybe just survive another night. The City is in chaos. Many more die every night, and rise up to join the undead. Society as you know it is collapsing. Are you going to eat each other when the going gets tough? Are you going to support one another to endure an environment too dangerous for any one person? While traditional zombie apocalypse tales paint humans as the greatest threat, they're also your reason to survive. People help each other in disasters. Communities come together to pool resources, maybe rebuild a semblance of safety and order amid the zombie-infested city.

What is the rules system like?
With City of the Dead, we elected to create our own system. I wanted one that did the things I enjoy most for this kind of game. At its heart, the GAEA System uses 2D6 + modifiers versus scaling Target Numbers. Survivors have Attributes and Skills, which for humans range from 1-6. Most basic rolls use an Attribute + a Skill, although modifiers from environmental conditions, equipment, abilities, and so on may apply. Meeting or beating the TNs aren't the end, though. The game uses margin of success ("MoS") points for extra effects. If you roll well, you could spend MoS points on finishing a critical task faster, inflicting extra damage in combat, knocking a foe down, or even using less Salvage in a crafting task.

City of the Dead is all about building on this basis, so that things are simple to understand but offer depth and options to those who want it. For example, Skills have Specialties, which are additional abilities you unlock as the Skill increases. A Specialty might do something like subtract one from the MoS points needed for various success options, raise the effective level of the Skill even above 6, or open up new and unusual uses for the Skill.

Survivors aren't just Skilled, though. Like Sailor Jupiter, they're Talented! Each Skill has a group of related Talents that players can choose from to improve their characters. These often unlock useful new abilities or enhance existing ones. For example, one of the Criminal Talents, "Casing the Joint," allows the character to study a Location (which often have their own traits that can be modified by players, like barricading the place!) and learn its traits. She can even learn ("Call it an educated guess!") or strongly suspect hidden traits, such as likely alarm systems, where the real valuables or weak points might be, and so on. It even gives you a bonus to break in to that Location! That's pretty cool, right? Another one, "Trigger Discipline," enables you to use less Ammo when you're putting down the undead—a handy skill to have in the post-apocalyptic world.

A wealth of Talents exist for each category, allowing you to customize your Survivor the way you want to.

Putting the "survival" in "Survival Horror"
At the most basic level, Survivors need Food, Water, and shelter in order to remain Survivors. The average Survivor needs 3 Food and 2 Water a day, or else they begin to suffer from deprivation. But there's a lot more to survival than that, isn't there? You need shelter from the elements (and the hungry dead). You need tools to help you survive. That's where crafting and Salvage comes in.

Survivors build, repair, and jury-rig a variety of items. They do this with Salvage, which is used to build shelters and barricades, repair vehicles, improvise weapons, and much more. Salvage comes in several forms itself: General, Mechanical, Electronic, Wood. Each of the three non-General types corresponds to a given Craft subskill, while General can help make up some of the bulk Resources needed. For example, a Survivor searches an office for supplies. She might find a half-empty vending machine (2 Food), a full water cooler (2 Water), and lots of computer monitors, paper, plastic, and other office supplies (3 General Salvage, 2 Electronic, 1 Mechanical). If she wants to barricade the door, she could use General and Mechanical Salvage. If she wanted to jury-rig a display system with the monitors, she could use the Electronic Salvage along with General Salvage. For many projects, General Salvage can replace up to a certain amount of the required specific Salvage types, making it useful in bulk.

Ammo operates the same way. The game doesn't track the minutiae of each individual shot fired, but rather uses Ammo of several varieties, such as Handgun, Rifle, and Shotgun. If players desire more detail, they can limit each type of Ammo by weapon size as they desire. By default, the game favors the ease of tracking Ammo—1 Ammo might represent a single shot (with Talents like Trigger Discipline), or it might represent several handgun rounds. Fully-automatic fire might eat up more than one Ammo in a given round, while something like a Shotgun uses Ammo more slowly (but takes more time to reload).

This approach allows players to add narrative detail and flavor to the game without bogging down in exacting detail. Narrators are encouraged to look up real-world brands (and perhaps make up some similar-sounding companies) if they want, but those who need to can distill the finding of Ammo to its essence: "You find several boxes of shotgun shells beneath the counter—worth about 5 Shotgun Ammo."

Why check out your game if I don't like zombies? What makes it different?
One thing it does well enough to stand out among its contemporaries is its focus on mental and social abilities, resources, and effects.

What does this mean? In many games, social skills and often intellectual ones are given vague guidelines, especially compared to combat and physical-based abilities. This works in those games, because they don't necessarily need rigorous rules for the ability to socialize. City of the Dead places equal emphasis on these non-physical aspects, so that you can build any kind of Survivor and have her shine. Combat is dangerous, risking injury or infection. Physical prowess and fighting ability are useful, but not the only things that are important. Communities need smart and gifted people to thrive.

A skilled leader can keep groups of beleaguered Survivors sane and focused. She can direct them in combat or emergencies, can help restore their Willpower, provide them with bonuses to action, and more. Meanwhile, a brilliant scientist or crafty mechanic can engineer defensive systems, plans to modify locations and items, new means of procuring food, or accommodate an influx of new Survivors. Art and socialization help provide release from the constant tension of survival in The City.

Basically, in this game, all the things that make you feel human: good food, sleep, conversation, socializing, all of those literally help restore your Willpower. The will to survive is all about finding reasons to survive, right?

The basic system is very flexible. It's usable in all manner of modern settings, like occult thrillers, action and espionage games, or other types of survival situations (like being stranded on an island full of murderous cultists). The rules work especially well for any sort of post-apocalyptic or survival tale.

The zombie creation system is flexible enough to create many different foes. File off those serial numbers and you can reskin the zombies as parasitic hive aliens, hideous demons, killer robots, twisted minions of elder gods, vampires, even ghosts and stranger things. Zombie Aspects even cover "Living" zombies, so you can make prehistoric monsters, shapechanging alien things, or even move from traditional undead zombies into fungus-possessed or rage-driven humans.

Plug-and-Play Setting
City of the Dead takes place in The City—a generic but exhaustively detailed plug-and-play setting. What does that mean? It means that the game includes detailed descriptions of important locations and all the accompanying rules. Yet The City as a whole, and each location within it, are kept nonspecific, so that you can drop them anywhere and add your own flavor. Maybe you want to simply reskin it as locations in your home town, adding local flavor and detail, while using the basic mechanics provided.

You can also take individual pieces as you wish: City Hall, Police Station, City General Hospital, and so on, and use them or change them as you will. Maybe you want to say that one is the site of a small Community struggling to survive. The rules make that easy and fun.

Maybe you don't need the whole City for a given story. What if you don't need a City Zoo, but you want to portray a bio-weapon manufacturing lab hidden beneath an unsuspecting city? You can take the zoo and re-skin it as a lab full of mutated monsters. Change the details and description of a given location to make it match your needs. The system details will work for whatever you want, and even if you want to change those, you can.

City of the Dead also provides a wealth of random generation tables to help provide inspiration or even a little unexpected drama. Want to see just what Resources remain in that ransacked home? Roll on the appropriate table, with options to modify by season, location, and more. City of the Dead is about providing options, a toolkit to create the kind of apocalyptic survival scenario YOU want to play.

What do you want to see?
So, I'd like to hear your thoughts, questions, comments, and unholy hungerings for the flesh of the living. This is my first created Kickstarter. I'm sure things will change, go wrong, etc., but we have to start somewhere. What kinds of things would you like to see? What are your questions? I plan in the near future to share the draft with backers who request it, and I'm happy to talk more about any aspect of the game. Note that things may change based on the last few playtests, but mostly I'm looking to improve production values, make the game available in hardcopy, and so on. I'm excited to bring this product to life and I do hope the Kickstarter goes well. Please tell me how I can help interest you in the game, or anything like that. If you're not happy with the rewards, we can work on that! I'm happy to do everything I can to make this experience better for you.