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So here is another idea that my gaming group wishes PAIZO would create:
One thing our table top game master has been working on is our own, custom campaign using the PACG and some of the characters we completed adventure paths with. One thing we would love to see are expansion decks that offer something like the following: Adventure Gear Expansion:
Scroll Case Expansion:
Adventure Pals Expansion:
The ability to create a custom campaign with all available PACG cards is a huge plus to extending the life of the product beyond just playing the base sets. Having a product that’s professionally designed and balanced for adventures beyond level 6 would be something I believe would sell very well. What do you guys think?
I haven't posted a lot on these forums so I hope this is the right place. So I'm an old-time table top guy (I'm sure like many of us) that really enjoys how the PACG integrates elements of card games and RPGs. I think there are several ways PACG could add more depth to the game and the idea I wanted to present today centers around story telling. Visualizing the action and following the story behind the scenarios is something my group and I really enjoy. Often times we will look at the actual table-top modules to get a better understanding of the adventure setting, villains, stories, etc... I think an idea that would enhance the story aspect of PACG would be to alter future scenarios based on the success or failure of the current scenario. So let's say your group fails a scenario...rather than just replay it, there could be rules/mechanics to alter a future scenario(s) based on that failure. Merely replaying a scenario could definitely be an option, but having your enemies change, or your path from A to B change could add another layer of depth to PACG. I know you can add in your own role play reasons for replaying a scenario, but it would be a ton of fun if you failed a scenario and had to take a different path to complete the adventure deck. From a cost/production perspective, Paizo wouldn't have to create extra Scenario cards. They could just add sections to existing Scenarios that have different rewards / effects / etc...if the previous scenario had been failed. Thoughts?
About John Smith the AlchemistJohn Smith the Alchemist (N Human uRogue & phantom thief 25/Musket Master & Mysterious Stranger 5//Gunchemist Mindchemist & Visionary Researcher 30/Trickster 30) 81 Bombs (10 full attacks) Stats:
Race: Human. Traits: Reactionary, HP: 240 (hd) + 40 (mythic) + 420 (con) + 30 (fcb) = 730
STR: 20 (base) = 20 (+5)
Feats, Discoveries, Path Abilities, and Talents, and more:
Feats: Iron Will, Great Fortitude, Lightning Reflexes, Improved Iron Will, Improved Great Fortitude, Weapon Focus (Musket), Rapid Reload (Musket), Gunslinger, Point-blank Shot, Rapid Shot, Far Shot, Lob Shot, Bullseye Shot, Precise Shot, Anatomical Savant, Improved Precise Shot, Deadly Aim, Clustered Shots, Snap Shot [Musket], Improved Initiative, Class Feats: Skill Focus (Craft Alchemy), Skill Focus (Knowledge Arcana), Skill Focus (Spellcraft), Skill Focus (Linguistics), Skill Focus (Disable Device); Extra Bombs x4 Epic Skills: +2 to Sneak Attack x5 Discoveries: Chemical Stability, Exploding Bullet, Mutagen, Fast Ordnance, Frost Bomb, Greater Cognatogen, Greater Mutagen, Grand Cognatogen, Grand Mutagen, Awakened Intellect Talent: Befuddling Strike, Bleeding Attack, Powerful Sneak, Aligned Sneak Attack, Grit, Deadly Sneak, Against the Wall, Improved Evasion, Petrifying Strike, Crippling Strike Epic Alchemy: Boosted Ordnance, Boosted Alchemists Fire, Boosed Acid Flask, Boosted Bottled Lightning, Explosive Ordnance, Distilled Alchemists Fire, Distilled Acid Flask, Distilled Bottled Lightning, Boosted Artokus's Fire, Distilled Artokus's Fire Mythic Path Abilities: Assured Drinker, Deadly Dodge, Defensive Move, Ricochet, Sniper's Reposte, Mirror Dodge, Bloody Streak, Enhanced Ability (Intelligence), Precision Critical, Enhanced Ability (Dexterity)
Equipment:
Belt of +12 Epic Physical Might (Con/Dex) Headband of +12 Epic Vast Intelligence +8 Ghost Touch Reliable Speed Musket (aka Grenade Launcher) Cloak of Epic Resistance +12 (1,440,000gp) Amulet of Natural Armor +10 (2,000,000gp) Ring of Protection +10 (2,000,000gp) +10 Haramaki (1,000,000gp) 100 Alchemical Cartridges (600gp) Epic Flawless INT Cognatogen (free)
Visionary Infused Epic Flawless STR Mutagen (2000gp)
Attacks:
The Grenade Launcher: +8 Reliable Speed Ghost Touch Musket (1d12+29+11 BP, 15d6+29 Fire or Cold or Acid or 15d4+29 Sonic or Force [DC 64 Reflex/Fort halves], 14d6+10 Sneak Attack, +3 to one attack) "Grenade Launcher" +60/+60/+55/+50/+45/+40 "Grenade Launcher" w/ Rapid Shot +58/+58/+58/+53/+48/+43/+38 Skills (not correct, needs updating(:
32rnks/lvl, 15phantoms. ... Acrobatics*: 29(dex)+30(rnk)+3(cs)
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