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Trying to get a handle on the particulars for this AP series as we're fixing to run it after we finish Mummy's mask. I didn't see anything in a search of the forums about the making of arrowheads or bolts out of Inubrix - that is, a) would it be allowed by the mechanics and b) more importantly, how would you deal with it? I read it in this way, that one can make, essentially, make armor piercing arrows with it. That is, they would ignore armor of all kinds (I'm assuming here, I didn't read of a counter to the phase shifting of Inubrix). Of course, then I'm thinking - what would actually stop them? Or would you just assume some random damage based on how long they likely were in the target? Because I doubt the arrow would stop in the target... unless the wood of the shaft had something to do with that.
we're all new to pathfinder (obviously) so I'm just wanting more experienced GMs advice on the situation below. little background: basically our sorceror thought he would use mage hand to control the shortbow of a goblin, ie - make it impossible for the goblin to use it hit the party. The goblin was within line of sight and close enough that I figured ok it'd work... but he would need to continue making concentration checks for the sustained effort, if he chose to continue controlling it. Is that about what you would do or is there another way or actual rules for use in such a situation? I should note the goblin, quite rightly, decided to drop the bow and charge into melee range. Anyway, feedback is appreciated, I'm still figuring this all out =)
I haven't gotten any of the materials yet, so I apologize if this is already covered/answered or is otherwise a dumb question ;) The thing in particular I'm wondering about is the relationship between technology and magic (as used in the AP)? My thought is like this - if anyone recalls, some time ago, there was a very good PC game called Arcanum which, very steampunky, involved both technology and magic in a kind of diametrically opposed relationship. That is, they didn't simply cancel each other out - they actively messed each other up. It's a bit like the Harry Dresden novels where the magic of the wizard ruins technology when he's around it. Anyway, it made for some very interesting times, depending what path you took. I don't expect, from what I've read of the descriptions thus far, for that to be quite the same case as Pathfinder seems more all inclusive (hence its beauty) but I was wondering if Iron Gods included anything similar to the above.
I've seen a few threads, pretty old, so I didn't want to just necro one and ask my questions :) basically this is @ anyone who is running a game for/with kids. My family and a friend's family play together, usually once a week, sometimes more (especially in the summer) and we're trying to introduce our kids to the time honored tradition of RPG'ing. I'm looking for any advice regarding trying to get them to role play more and become better gamers. Right now they're basically just treating the game like an MMO or computer game. I'm running the Mummy's Mask right now with them and the boys are between 13 and 17. To describe some of the problems we're encountering - we have one boy who's the rules lawyer type. I solved his interference by adding him as assistant GM (and he is actually a huge help, being as how he has a good portion of the core rulebook memorized). Then we have the loner - he prefers to go off and do his own thing. His actions usually consist of running away from any fights and letting his "friends" take care of it, even when they're clearly winning. So far we've tried to coax him into being a bit more of a team player to keep the whole game advancing, while giving him a less xp for encounters he didn't do anything about. Maybe if he fails to advance he'll find incentive to help the group? We have two boys who're essentially playing the same way - they're trying to RP sortof... but not really separating what their character thinks from what they, the player, think. They seem to get very frustrated easily with the game and I end up giving them a LOT of direction as to what to look for. The remaining boy is having trouble in general engaging with the game - he's playing a wizard and either picked the wrong spells, or can't decide how to get them into play. He's resistant to changing his character, and I'm not sure it's really helpful for him to do so. I know a lot of this is on me, I need to help shepherd them better, but it's a far different scenario from a traditional, adult group of players and I really wasn't ready for the couching involved in this group. We want the boys to just have fun with it, and to be able to advance through the scenario - we've had four sessions (typically three to four hours) and only gotten through the very first tomb of Akhentepi! Even though we don't mind the slow pace I think everyone wants to see *some* progress lol Anyway, any hints or clues or "this is how I did it" ideas are welcome =) We love the pathfinder system and especially the mummy's mask adventure :) Thanks in advance =)
I'm wondering if any other mini lover out there has found any minis to work with the Mummy's mask setting? Principally some of the monster types but also some more egyptian style oriented adventurers. I've looked for a bit but not really seen anything specifically so I thought I'd ask y'all. I've not played a more egyptian oriented campaign before and I really have nothing in my hordes that suits. If I do find anything, I'll update this too :) Thanks for any help! |