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![]() I like this discussion. Players don't seem to understand why NPC's get annoyed that Paladin's break out detect evil on every sentient creature, or when wizards are using detect magic like a junkie looking for a fix. If I knew there was magic in the world and I could not understand what someone was doing, I would keep a supply of small throwing objects with me at all times. You cast a spell near me, and I don't trust you, you get hit in the face with my beer. I'm very interested to see a blog post about this. ![]()
![]() I only know of one intelligent item, from a scenario, in Society play and it acts as an independent personality. It won't make itself know unless the players do certain things, and will act in a (GM decided) appropriate way to the players actions. As for how your item(s) acts is entirely up to the GM, it is after all just another NPC. Mechanically, intelligent items won't change how the game is played. Some GM's may use them as Deus Ex Machina to "suggest" solutions to players, or give exposition tales of daring-do to the players, but I find that weak storytelling. (Telling someone else's story is never as fun as letting the players make their own.) Your Mileage May Vary ![]()
![]() Neat, you're a human who's tall (with no extra reach) and heavy (with no mechanical changes). Why would anyone have any problem with this? Why would GM's get upset about "color" surrounding a character? As long as there are no mechanical changes, the character could be the worlds tallest dwarf, or fattest halfling, or the elf lord with the pointiest ears. ![]()
![]() In answer to your question, OP, yes it can be done. As TOZ stated, only to make 4 characters at a table, in Society play. (Home games, go crazy) I had to play a pregen tonight to finish out a table. Please, I beg of you, don't make me do that again. Having to run the scenario and then switch to a helpful NPC was difficult, as I didn't want to spoil anything, but still be helpful. (I honestly think I was a horrible addition to the party.) ![]()
![]() As a GM the scenario gives the players plenty of choice, each more or less useful than they seem. I found a few of the choices difficult to deal with. Sorry in advance for all the spoiler tags.
#1:
The choice between which mercantile group to endorse, has been difficult each time I've run this. The best I can come up with for this is to have the PC's decide between them as a recommendation to The Society, and the reward they receive is dependent upon which side they choose.
Why are we asking low level Pathfinders to decide between people they met, literally, earlier that day? #2:
The choice at the island is barely reasonable at best. Why doesn't this captain know where to go?
I've always used the excuse that this island isn't on his maps, so he's not sure where to go, and asks The Pathfinders opinions. Spoiler: All the choices on The Glass River are false at best, it makes for easier running, but feels like I'm just yanking the rug out from under my players every decision.
The faith barge/stop in Xer fits the story, the river drake feels contrived, The Gray Revelation Inn is well designed (with some less than openly stated goals), the basement is well designed (but no explanation for the devils), and the final conflict is a good crescendo to the entire situation. ![]()
![]() DeviantDiva wrote: I unno, I got all these ideas and they'll probably fall flat -.- -sighs and shrugs- Having ideas is great. We all do, but Pathfinder Society scenarios is not the place for "ideas". PFS pushes hard for "Run the scenario as written", and some of the situations are handled badly for a reason. Now, having detailed knowledge of the characters in a home game, is completely manageable. Limiting the number of players (not a random set of 6 from a group of 50-60, with multiple characters each), and limiting the situations they will be in (lots of undead and outsiders) will completely make your life easier. Pathfinder Society scenarios are pre-written, defined in advance and you as the GM are expected to run them as written. I don't want to say having your own ideas on how things should go is discouraged, but Society aims for an enjoyable experience for everyone, not just the few players/characters a GM can remember. ![]()
![]() Players MUST know their character better than I do. I have a million and one evil goblins, a dozen traps to remember and a demon stuck in a bottle waiting to get out. Unless I had 5 stars and a blessing from On High, I don't know if I could remember each players particular build or style at my FLGS. Being a GM and running a weekly scenario from the vast catalog of released scenarios only makes knowing everything, less likely. I can barely remember the 3 characters I actually play. Expecting the GM to have intimate knowledge of a players character is foolishness. A cursory knowledge, maybe even one or two pieces of scenario specific information, is understandable. ![]()
![]() I liked this scenario. The table I ran was low-tier and I think things went well. The first wave was very easy for them, but the two max damage axe attacks made everyone nervous.
All in all, it was fun. The players seemed to need a bit of prodding to actually set up defenses, and luckily Cheliax was there to thin the herd a bit. ![]()
![]() I've had players run the entire scenario without even knowing what Gamin was. No one bothered to look around the hut before they cut him free, I crossed Gamin off of the rewards sheet. BNW, and others..
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![]() pathar,
MrSin,
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![]() As far as RAW, yes. You should be able to have your eidolon search with you. My personal opinion is that you're using your eidolon the same way every other summoner does, as your main character and the "character" is the waste of flesh that stands in the back. Every other player at the table would get one chance to complete the faction mission that they are given, but you want two chances because you're a summoner. It's a "Useless, annoying side-quest"; why do you care enough to want to use two skill rolls? ![]()
![]() I've always been a bit bothered by 5ft steps in the middle of melee. Casters stepping back to cast a spell, archers doing the same; sure makes total sense. My issue comes in when melee characters make a 5' step from directly in front of an enemy to directly to the NPC's left/right side. I know it's so the players can get into flanking faster, but it seems strange to me. Am I reading the rules correctly and this is legal, with no repercussions to the person taking the step? ![]()
![]() Unknown Ediology wrote:
I've always done things the same way. Spoiler: Koth'Vaul starts talking as soon I finish the box text for the players. I make him sound happy to see them, lots of pleading and begging for his freedom. If anyone mentions they want to walk away, he will address them directly and ask them how they can be so heartless. Koth is a slippery deceitful demon of treachery, he's not above twisting emotions to his needs.
If they keep walking after he starts his begging. I've had him cry out that he's afraid the players will hurt Sullinae and he summons the dragon to "protect" her. ![]()
![]() You could have him/her as a book-ish person who's uncomfortable with the living. All the stories and histories he/she has read have been about long dead people, so they decided to go dig up their bones and have a talk with their "hero". Talking with your "hero" as a child is nice, but when that person turns out to just be a puppet who's strings you control, maybe he/she get a god complex and see everyone as puppets you can control. Once everyone is dead, so why not release the super powerful evil on the world to kill everyone...and now he/she is back to their comfortable place. Yes, it's a bit convoluted but if you wanted typical there are a thousand standard "I hate everything" type of characters. I think wraith's idea of a friend turned enemy is fantastic. No clues, no hints; one big reveal and your players will sacrifice anything to kill him/her. ![]()
![]() Lamonita, You shouldn't feel bad for having a player die after rolling into melee combat alone. (Riding an animal companion doesn't count.) Stepping toe to toe with a devil is a dangerous thing. When you have half the health of a front line fighter, it becomes downright suicidal. I've been lucky and haven't killed a player yet, but I run low tier (1-5) scenarios. Some day I may roll well and make some poor player cry, but I won't feel bad if they run into a situation unprepared and alone. ![]()
![]() As a GM, both in Society play and a home game, I have two very separate opinions. In my home game, if you bring me a few "16 ounce insurance policies"; I promise I won't make the challenges any harder for you than anyone else. In Society play, I'm just a story-teller. I have no favorites, and I do my best to treat all my players the same. I understand that if I show favoritism or give special attention to one, or a few, players then the others may feel slighted. My responsibility is to tell a fun story and adjudicate the rules, both to the best of my ability. CrazyGab,
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![]() Seriphim84 wrote:
I read that exactly opposite of you Seriphim. 1. Bard readies action to disarm archer if he attempts to fire his bow.2. Archer pulls and arrow and knocks. 3. Readied action goes off, Bard attempts disarm. 4A. Disarm successful, archer has no bow in hand and cannot fire. 4B. Disarm fails, bard gets peppered with arrows. You can't begin deciding other actions (such as picking up the bow), until after the "Archer attempts to fire" is resolved. ![]()
![]() I've seen the same distaste for generalist characters. Both in Pathfinder society games and in my home games. One possible explanation is the lack of big numbers. Hitting more often in combat and doing more damage makes combats faster, and some players are only interested in getting *out* of combat as quickly as possible. (I won't even get into if they roleplay during the remainder of the game.) Most RPG games have a system in place for combat, and mastering that system and increasing the apparent efficiency of a character appeals to some people. Dealing with disparaging remarks and comments of "you're not effective" suck, if I hear them around my FLGS I do everything I can to squash that attitude, but as everyone says Your Mileage May Vary. Play a generalist, play that character to the best of your ability, give them some style and maybe you'll convince someone they don't have to be "efficient" all the time. I wish you luck. ![]()
![]() rebutle wrote:
Why do you feel it's not a focus of the system? Just because it's a statistic listed for every single character and NPC in the game? I don't expect Pathfinder to be a game of deep moral dilemmas and soul searching, but having players kill, steal and abuse any being mentioned in a scenario is stupid. With no penalties for their actions, either moral or physical, players likely will devolve into the internet. Players will have an infinite "audience" of NPC's to abuse, with no consequences. ![]()
![]() I've had some of the most odd actions come from players recently, I warn the players that what they are proposing isn't a "good" action and get looks of confusion from across the table. Now we all know the player doesn't have an alignment, or a clearly defined moral code for that matter, but trying to kill a subdued, unarmed, bound person is not "good"; no matter how you spin it.
Asking a beaten, shackled, mistreated person "What will you give me for freeing you?", is not a "neutral" thing to do. (How someone defines neutral is a discussion in and of itself) Playing an evil character in Society isn't allowed, but having an occasional character who walks the line is fun. An entire table of self-centered, thieving, blackmailing, murdering thugs week after week gets ridiculous. I have a character who follows the law and this has gotten me called a paladin multiple times, and that makes me laugh (but I would rather cry). Every character around my tables seem to be lightly medicated psychopaths desperately in need of some therapy and a nice fluffy teddy bear. ![]()
![]() Or, how to make the game run smoothly. 1. If you're new to the system, don't make the most complicated monk/magus/oracle winter witch you possibly can.
2. If you're rolling dice know where to look on your character to find your bonus (attack, skills, damage, etc)
3. Don't play someone else's character. Ever! 4. Talking among players is great. The GM is not here to pass messages from you to the rogue on your left; talk to them. Do your part to help make things smooth and fun, cause no scenario goes as planned. GMs have all the players, NPCs, and story to take care of. Lanith ![]()
![]() Frenzy is also something you can use. Unthinking non-intelligent rage from a barbarian or even a juiced up alchemist. I'm sure there are plenty of creatures in the bestiaries you can use that don't speak at all. Ambushes are a great choice. All your honey'd words are for naught when the rain of arrows fall upon your heads. At worst you can use the characters own tactic against them. Two bards having the "intimidate" fight out in the center of town; it reminds me of the Walk off in Zoolander. Having a social character around can be a pain, but they can be just as easily controlled as the 100AC fighter. A fun and exciting game is the goal for everyone. ![]()
![]() Since I can't seem to edit my previous post with updates. I'll just add them here. Amara Li, everyone's favorite party host.
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![]() Patrick Harris @ SD wrote:
I've finally gotten around to putting some pictures on Picasa, feel free to click the links if you wish. At this time I would like to apologize for the poor quality of these pictures. Venture Captain Ambrus Valsin
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![]() Part of me is happy I can retire, at least, two costumes for my sock puppets in the near future; but part of me is sad that these costumes won't see much more play time. Such is life. Personally, I've found that as a GM I normally see 2 or 3 factions, at the most, around a table. Certain factions speak to players better than others. (Silver Crusade gets your goodie goodies, Sczarni begs for rogues to join their ranks, Cheliax is just good "clean" fun for anyone.) Factions need a sense of style and I think the divide between Grand Lodge, Shadow Lodge and Lantern Lodge was too much with too little personal flavor; too many stepped on toes for groups that should all be running together. I love running First Steps for players, and look forward to another "Welcome to Pathfinder" scenario(s)
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