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Do the maths in advance is the best advice, get it to the point where you have a single number to add onto the die results, and roll your damage and attacks at the same time. If you have multiple conditions which may apply, build up a grid, listing weapons / iterative attacks in one direction, and conditions in the other. Conditional things like Furious Focus and Vital Strike can be applied to the appropriate attack Also get your GM into the habit to telling you the target numbers for things as much as possible. There's no point hiding the AC of a villain, it only slows down combat, same for DR and DC's of most skills checks. ![]()
This is a weakness of the d20 system, it's too mechanically detailed but doesn't provide any framework for heroic deeds. I'd like to see a future suppliment that covers things like this, topping tables and similar that doesn't rely on a heavy skill investment. In thw above example, a Reflex save might have worked, but then what? There's not a lot in the rules to cover a positional advantage, at best you might count as flanking but you're still stuck hammering away at the HP ![]()
For high level play also consider the scope of threats that the PC's face. It should never just be a BBEG, but a BBEG and his entire organisation. Setup plans which don't require the presence of the BBEG to succeed such as the deployment of magical devices all over a city which raise the dead, so that even "victory" over the BBEG might still cause the PC's to fail if they get too focused. Another point to consider is time constraints, whilst in theory a Wizard can take down anything with the right spells, if denied a chance to replenish spells then they're much more limited. Martial characters thrive in time sensitive situations, and as long as HP don't run out then they can keep doing their thing as effectively as they could at the start of the adventuring day. ![]()
Odraude wrote:
I think that one of my points wasn't communicated very well, it's not that I'm arguing directly against a sci-fantasy setting or adventure, it's that I'm not convinced it needs to exist in the exact same world as the rest of the variant fantasy settings. As for arguing well we can avoid this if we don't like it, well no, we can't if you play in the PFS. Eventually giant robots, or laser swords or death rays will make an appearance at a PFS table and for me, personally that is an issue for stretching my disbelief. Yes mechanically it's likely to be no different to magical or alchemical items but the trappings and appearance of it will just not feel right sitting alongside a traditional fantasy warrior or wizard. ![]()
With the annoucement of the Iron Gods Adventure Path it's begining to feel to me that Paizo are trying to cram every single possible type of campaign world into a single setting. Whilst it's not uncommon for a fantasy world to include several sterotypes such as Norse, Ancient Egypt and Oriental sections, the idea of throwing in aliens (which as an aside is supiciously similar to the Pinnacle Savage Worlds setting Evernight), feels like a step too far. I am interested to see if others have a similar impressions based on the little information released so far. Should Paizo have kept back these ideas for a seperate campaign world? ![]()
GM says: Don't worry!
GM says: Well there's always Plan B
GM says: Has everyone read the handouts I emailed round?
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Maybe it's not a staff but a Rod of Wonder (and heaven help the guy if they do hire someone named Rod). Ahem, anyhow it's all too easy to criticise, imagine Paizo as some mythical place populated by demi-gods of the RPG world when in fact it's just ordinary people doing a challenging job on a regular basis. Think about your work, whether it's flipping burgers or running the country, everyone makes mistakes, forgets things, sends the wrong file off, or any other the myriad of reasons why errors occur. There's nothing in Paizo's work that points to a systematic flaw, just that on occasion, mistakes happen in complex areas. So in short, stop being a d*** and criticising people for being human! ![]()
An Orc Warlord charged to study his opponents, and in doing so aquires some very human characteristics. Makes mistakes every now and again as he's an outsider looking in. His clan does much the same, though with less understanding. When the humans attack this warlord's camp, it's a near recreation of one of the human's own villages. ![]()
Personally, I'd change the hook into my plot to better suit the changed circumstances and carry on. For example, maybe a powerful bounty hunter offers them a shot at clearing their names if they undertake a specific task for him, or maybe the evil opposition offers them a chance to prove themselves worthy of joining their organisation and sends them out on a quest. The other side to this is to also have consequences to their actions, maybe they get a reputation as trouble makers and have difficulty getting resources (pay more, or flat out refused service), maybe they get interupted once or twice overnight by a group of bounty hunters or lawmen and so on. It's not about being vindictive, but providing some interesting challenges to the group, after all the players chose their actions, so it's usually a good sign that they want to head in this kind of direction. One last thing to do though before you try any of this, ask them if they actually wanted to break the law so much, or if they felt railroaded into making those choices. It is possible to engineer a situation which forces the PC's to break the law, as soon as one of the party is captured or killed. ![]()
"Random" encounters work a treat to handle a party trying to approach every planned encounter with full resources, they disrupt rest and require more resource expenditure to resolve. Also, if someone tried to sleep after 15 minutes (in-game) time after waking up, I'd simply go "no, not happening". If they chose to do nothing else for the next 12 hours other than sit around, well, I refer you back to the random encounters above. Other than that, generating a sense of urgency in the players can come from rival adventurers, if they're lazing around, have another party of adventurers coast in behind them, talk for a bit, and then look at them disgustedly as they move on past them to handle the dangers ahead. ![]()
My favourite option is the Bard Archeologist, Charismatic, able to sneak, disable traps and also provide some use in combat. Add in the arcane spells and Archeologist's Luck ability, and you've got a flexible character capable of removing traps. For example, I offer up a character used in a recent campaign, admitedly this is not the most optimal character build, but does offer the fun thematics of a trained monkey riding a hawk, able to drop alchemical devices on the enemies. The main focus in combat is to disable and slow down enemies as they approach, letting the ranged attackers inflict damage. Even close up, using Enlarge and the Guisaime lets you step back and force attacks of opportunity against them. Tharkay al-hazred
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