Tinalles wrote:
Second, be advised that running an adventure path takes a while. Expect this to be a multiple-year commitment. Probably at least two years. Three is not uncommon. And I've been GM'ing Runelords since, you know, 2012 I think? Don't worry, we'll probably finish sometime in 2019.
!!! I wasn't expecting it to take that long to finish it! We meet weekly and typically play for @6-8 hrs. I was thinking six months, tops.
Tinalles wrote:
1) If you are playing with maps, draw them out in advance. It saves a ton of time.
I was going to use maps, yes, but I was going to try and use the pre-made maps- such as the flip maps and even a couple from the comics. Using maps is somewhat new to my group, so I may only use them for major battles. In a the previous Pathfinder game I was in, the GM had one of those dry-erase mats and drew out the dungeon as we progressed thought it. I may do the same.
Tinalles wrote:
2) The problem with boss fights, especially against solo bosses, is the imbalanced action economy. For every 1 turn the boss gets, he'll have to sit there and take seven spells or attacks from your seven PCs. This is the key problem with solo bosses even with just four PCs; with a larger group, it's much worse.
Just scaling up his hit points doesn't help much; it prolongs the fight without seriously increasing the threat to the PCs. If you give him sufficient levels to have abilities that are a serious threat to that many PCs, it's easy to start running into balance issues. That is, if he's a serious threat to ALL of them, he could wipe the board with any ONE of them easily.
Yeah, I thought about this. With the crowd I've got they potentially take out a boss in one round. I'm even kinda worried that if they went after the captain they could take him out with a some good rolls.
Tinalles wrote:
Here are several things you can do to address the imbalanced action economy for boss fights.
Give the boss minions. More baddies = more baddie actions. Having multiple opponents will divide your PCs attention. The downside is that the fight will last longer and be more complex to run. And, of course, sometimes there are it doesn't make sense for a particular boss to have minions -- plot reasons, or not enough space on the map, or maybe your boss just doesn't play well with others.
Speaking of minions, one of the few things I liked about 4e was the concept of, well, minions. In 4e, a minion was a creature that had the exact same stats as an ordinary creature of its kind, except that it had only one hit point. They can be dangerous, because they attack just as easily as usual, but they die instantly if they get hit by literally anything. You can flood the map with minions, which will first scare the PCs ("Oh god, there are so many of them!") and then let them feel like badasses. ("I just punched out a skeleton with one hit!", says the wizard with 8 strength.)
You know, I actually like this one quite a bit. Only problem I can see is a couple players/GMs in my group know the system better than I do, and could notice that the creatures should have more hit point that what it took to kill it.
If I did this option, how would I go about awarding exp. for theses weaker minions? Getting their full exp. for a one-hit-kill doesn't sit right with me for some reason...
Tinalles wrote:
Limit player actions. This one is tricky. It does address the imbalance issue, BUT people hate being put in situations where they can't do anything. You run the risk of trampling on player agency. So you can do this, but be careful with it, and maybe don't trot it out too often.
This is not even a option, sorry. The group I game with does not like these kind of hindrances, and will likely just start an argument.
Tinalles wrote:
Give the boss more actions. Just let him do more than the PCs can, straight up. If you take this route, inform your players in advance that you intend to do so for key boss fights, because the party is very large and otherwise they'll just steamroll encounters designed to be dramatic conclusions. Nothing says "boss fight" quite like the moment the players realize that the bad guy gets extra actions.
The Agile mythic template basically lets your boss get two turns per round, for example, and ensures that the boss almost always goes first.
I like this and will likely use this option for the bigger bosses. Especially the final boss battle, and I was even going to add one (possibly two) golems that was they would have previously fought...
Add in the minions option, and this could be an epic battle, as it should be.
Tinalles wrote:
Alternatively, you could borrow the concept of "Legendary Actions" from 5e.
I'll consider this, although I'm not sure how the players will react to using rules from outside the Pathfinder system.
Yeah, this will be an experience. I know I'll have at least four players every game, with the other three there most of the time, but I doubt all of the time.
Also, the previous merfolk hunter is now a gillman slayer.
Again, thanks for all the help and advise. You all have been a great help.